/// @FUNCTION
/// @NAME XfBuildingPosArray
/// @ACCESS Public
/// @MP True
/// @PARAM Object The house we need to check for building positions
/// @PARAM Variant The type of positions to return: "INTERN" or 0, "COMBAT" or 1, "HIDE" or 2, "SNIPER" or 3 @DEFAULT 0 (Intern positions both combat and hide).
/// @PARAM Boolean In case no position is found, should it use the built in BuildingPos function @DEFAULT True (Use built in BuildingPos)
/// @PARAM Boolean Force to add positions found with BuildingPos if they don't already exist @DEFAULT False (If positions exist don't force BuildingPos)
/// @RETURN Array Return the list of building positions translated into real world positions.
/// @REQUIRE Nothing
/// @REMARK Note that when sniper positions are asked, the built-in buildingPos is never used.
/// @REMARK INTERN position types return both COMBAT and HIDE positions. COMBAT are usually doors and windows. BuildingPos will be used for COMBAT and BuildingExits will be removed when HIDE is asked.
/// @EXAMPLE _house_pos = [_house,"INTERN"] call XfBuildingPosArray; // Returns all internal building positions. If none are found, it returns those found through buildingPos
/// @EXAMPLE _house_pos = [_house,"HIDE", false] call XfBuildingPosArray; // Returns only hide positions. If none are found, DO NOT use buildingPos
XfBuildingPosArray = {
	private ["_result","_house","_house_type","_house_position","_house_dir","_position_type","_use_buildingPos","_force_buildingPos","_positions","_index","_building_array","_sub_array","_current_pos","_current_index"];
	_result = [];
	_position_type = 0;
	If (count _this > 1) then { _position_type = _this select 1};
	_use_buildingPos = True;
	If (count _this > 2) then { _use_buildingPos = _this select 2};
	_force_buildingPos = False;
	If (count _this > 3) then { _force_buildingPos = _this select 3};
	If (typeName _position_type == "STRING") then {
		_position_type = switch (toUpper(_position_type)) do {
			case "INTERN": {0};
			case "INSIDE": {0};
			case "COMBAT": {1};
			case "HIDE": {2};
			case "HIDING": {2};
			case "SNIPER": {3};
			case "SNIPERS": {3};
			default {0};
		};	
	};
	_positions = _this call XfBuildingPosArrayASL;
	if (count _positions > 0) then {
		{
			_x set [2, (_x select 2) + 0.5];
		 	_obj = "Land_coneLight" createVehicleLocal _x;
			_obj setPosASL _x;
			_pos = getPos _obj;
			if ((_pos select 2) <= 0) then {_pos set [2,0.1];};
			_result set [count _result, _pos];
			deleteVehicle _obj;
		} foreach _positions;
	};
	if (((count _positions <= 0 && _use_buildingPos ) || _force_buildingPos ) && (_position_type <= 2)) then {
		// House is not found or had no positions or we force the use of BuildingPos
		// diag_log Format["(%1)[%2]: %3: %4 / %5",diag_tickTime,"building_position.sqf","House not found", _force_buildingPos,_position_type];
		_positions = [];
		_current_index = 0;
		_current_pos = [0,0,0];
		while {_current_index < 50} do
		{
			_current_pos = _house buildingPos _current_index;
			// If the returned position is 0,0,0 it means there are no more positions
			if (abs(_current_pos distance [0,0,0]) <= 0.01) exitWith {};
			_index = _result find _current_pos;
			if (_index < 0) then {
				_result set [count _result, _current_pos];
			} else {
				// diag_log Format["(%1)[%2]: %3: %4 (%5)",diag_tickTime,"building_position.sqf","Position already existsd", _current_pos,_index];
			};
			_current_index = _current_index + 1;
		};
		// If the position_type is a hide position, we remove the "Exits"
		If (_position_type == 2) then {
			_current_index = 0;
			_current_pos = [0,0,0];
			while {_current_index < 50} do
			{
				_current_pos = _house buildingExit _current_index;
				// If the returned position is 0,0,0 it means there are no more positions
				if (abs(_current_pos distance [0,0,0]) <= 0.01) exitWith {};
				_result = _result - _current_pos;
				_current_index = _current_index + 1;
			};
		};
		// diag_log Format["(%1)[%2]: %3: %4 (type: %5)",diag_tickTime,"building_position.sqf","Positions After Using buildingPos", _result,_position_type];
	};
	_result;
};

/// @FUNCTION
/// @NAME XfBuildingPosArrayASL
/// @ACCESS Public
/// @MP True
/// @PARAM Object The house we need to check for building positions
/// @PARAM Variant The type of positions to return: "INTERN" or 0, "COMBAT" or 1, "HIDE" or 2, "SNIPER" or 3 @DEFAULT 0 (Intern positions both combat and hide).
/// @PARAM Boolean In case no position is found, should it use the built in BuildingPos function @DEFAULT True (Use built in BuildingPos)
/// @PARAM Boolean Force to add positions found with BuildingPos if they don't already exist @DEFAULT False (If positions exist don't force BuildingPos)
/// @RETURN Array Return the list of building positions translated into real world positions but Above Sea Level, thus use setPosASL to use them.
/// @REQUIRE Nothing
/// @REMARK Note that when sniper positions are asked, the built-in buildingPos is never used.
/// @REMARK INTERN position types return both COMBAT and HIDE positions. COMBAT are usually doors and windows. BuildingPos will be used for COMBAT and BuildingExits will be removed when HIDE is asked.
/// @REMARK BuildingPos related parameters are always ignored, since this function cannot return ASL parameters. Use the XfBuildingPosArray function if you want BuildingPos locations.
/// @EXAMPLE _house_pos = [_house,"INTERN"] call XfBuildingPosArrayASL; // Returns all internal building positions. If none are found, it returns those found through buildingPos
/// @EXAMPLE _house_pos = [_house,"HIDE", false] call XfBuildingPosArrayASL; // Returns only hide positions. If none are found, DO NOT use buildingPos
XfBuildingPosArrayASL = {
	private ["_house","_house_type","_house_position","_house_dir","_position_type","_use_buildingPos","_force_buildingPos","_positions","_index","_building_array","_sub_array","_current_pos","_current_index"];
	_positions = [];
	If (typeName _this != "ARRAY") exitWith {diag_log Format["(%1)[%2]: %3: %4",diag_tickTime,"building_position.sqf","Invalid input", _this];};
	_house = _this select 0;
	If (typeName _house != "OBJECT") exitWith {diag_log Format["(%1)[%2]: %3: %4",diag_tickTime,"building_position.sqf","Invalid object", _house];};
	If (!(_house isKindOf "Building")) exitWith {diag_log Format["(%1)[%2]: %3: %4",diag_tickTime,"building_position.sqf","Is not a Building", _house];};
	_house_type = typeOf _house;
	_house_position = getPosASL _house;
	_house_dir = getDir _house;
	_position_type = 0;
	If (count _this > 1) then { _position_type = _this select 1};
	// We wont use it in this function, since buildingpos doesnt return ASL positions
	_use_buildingPos = True;
	If (count _this > 2) then { _use_buildingPos = _this select 2};
	_force_buildingPos = False;
	If (count _this > 3) then { _force_buildingPos = _this select 3};
	If (typeName _position_type == "STRING") then {
		_position_type = switch (toUpper(_position_type)) do {
			case "INTERN": {0};
			case "COMBAT": {1};
			case "HIDE": {2};
			case "SNIPER": {3};
			default {0};
		};	
	};
	_index = BUILDING_POSITION_INDEXER find _house_type;
	if (_index >= 0) then {
		// House is found
		// diag_log Format["(%1)[%2]: %3: %4",diag_tickTime,"building_position.sqf","House found at", _index];
		_building_array = BUILDING_POSITION_INFOS select _index;
		if (!isnil "_building_array") then {
			If (typeName _building_array == "ARRAY") then {
				// The house contains 3 types of positions which are subarrays.
				If (count _building_array > 0) then {
					// We add combat positions if any.
					If (_position_type <= 1) then {
						_sub_array = _building_array select 0;
						if (typeName _sub_array == "ARRAY") then {
							{
								_current_pos = _x;
								// Extract the position. The house pos normally contains: Relative Pos + Orientation
								If (count _current_pos <= 2) then {_current_pos = _current_pos select 0};
								_current_pos = [_house_position,_house_dir,_current_pos] call XfBuildingPositionCalculator;
								_positions set [count _positions, _current_pos];
							} foreach _sub_array;
						};
					};
					// We add hide positions if asked to.
					If (_position_type <= 2 && (count _building_array > 1)) then {
						_sub_array = _building_array select 1;
						if (typeName _sub_array == "ARRAY") then {
							{
								_current_pos = _x;
								// Extract the position. The house pos normally contains: Relative Pos + Orientation
								If (count _current_pos <= 2) then {_current_pos = _current_pos select 0};
								_current_pos = [_house_position,_house_dir,_current_pos] call XfBuildingPositionCalculator;
								_positions set [count _positions, _current_pos];
							} foreach _sub_array;
						};
					};
					// We add sniper positions if asked to.
					If (_position_type == 3 && (count _building_array > 2)) then {
						_sub_array = _building_array select 2;
						if (typeName _sub_array == "ARRAY") then {
							{
								_current_pos = _x;
								// Extract the position. The house pos normally contains: Relative Pos + Orientation
								If (count _current_pos <= 2) then {_current_pos = _current_pos select 0};
								_current_pos = [_house_position,_house_dir,_current_pos] call XfBuildingPositionCalculator;
								_positions set [count _positions, _current_pos];
							} foreach _sub_array;
						};
					};
				};
			};
		};
	};
	// diag_log Format["(%1)[%2]: %3: [%4] (%5) %6",diag_tickTime,"building_position.sqf","Result", _house_type,count _positions,_positions];
	_positions;
};

// Input parameters:
// - Real building position
// - Real building orientation
// - Relative position inside the building
// Output:
// - Real position inside the building using standard coordinates. Use setPos to set the object position.
XfBuildingPositionCalculator = {
	private ["_building_pos","_building_dir","_relative_pos","_pos_planar","_dist","_pos_vertical","_dist_z","_x","_y","_z","_angle_xy","_angle_yx","_angle_xz","_initial_yx","_nx","_ny","_nz","_bx","_by","_bz","_real_pos"];
	_building_pos = _this select 0;
	_building_dir = _this select 1;
	_relative_pos = _this select 2;
	
	_pos_planar = +_relative_pos;
	_pos_planar set [2,0];
	_dist = [0,0,0] distance _pos_planar;

	_pos_vertical = +_relative_pos;
	_dist_z = [0,0,0] distance _pos_vertical;
	
	_x = _relative_pos select 0;
	_y = _relative_pos select 1;
	_z = _relative_pos select 2;
	If (_dist == 0) then {
		_angle_xy = 0;
		_angle_yx = 0;
	} else {
		_int = (_x / _dist);
		if (_int > 1) then {_int = 1};
		_angle_xy = asin _int;
		_int = (_y / _dist);
		if (_int > 1) then {_int = 1};
		_angle_yx = acos (_int);
	};
	if (_dist_z == 0) then {
		_angle_xz = 0;
	} else {
		_int = (_z / _dist_z);
		if (_int > 1) then {_int = 1};
		_angle_xz = asin (_int);
	};
	_initial_yx = _angle_yx;
	if (_angle_yx < 0) then {
		_angle_yx = 360 - _angle_yx;
	};
	if (_angle_yx > 360) then {
		_angle_yx = _angle_yx - 360;
	};
	If (((_x > 0) And (_y >=0)) And (_angle_yx >= 270)) then { _angle_yx = 360 - _angle_yx;};
	If (((_x > 0) And (_y < 0)) And (_angle_yx >= 180)) then { _angle_yx = 360 - _angle_yx;};
	If (((_x < 0) And (_y >=0)) And (_angle_yx <=  90)) then { _angle_yx = 360 - _angle_yx;};
	If (((_x < 0) And (_y < 0)) And (_angle_yx <= 180)) then { _angle_yx = 360 - _angle_yx;};
	
	// _angle_xy = _angle_xy + _building_dir;
	_angle_yx = _angle_yx + _building_dir;
	
	// diag_log Format ["x:%1, y:%2, z:%3, iyx:%4, ayx:%5, axz:%6, bd:%7, dxy:%8, dxz:%9",_x,_y,_z,_initial_yx,_angle_yx,_angle_xz,_building_dir,_dist,_dist_z];
	
	_nx = _dist * (sin _angle_yx);
	_ny = _dist * (cos _angle_yx);
	_nz = _dist_z * (sin _angle_xz);
	
	_bx = _building_pos select 0;
	_by = _building_pos select 1;
	_bz = _building_pos select 2;

	// diag_log Format ["nx:%1, ny:%2, nz:%3, bx:%4, by:%5, bz:%6",_nx,_ny,_nz,_bx,_by,_bz];
	_real_pos = [_bx + _nx, _by + _ny, _bz + _nz];
	
	_real_pos;
};


/// @FUNCTION
/// @NAME XfBuildingFilteredList
/// @ACCESS Public
/// @MP True
/// @PARAM Scalar The total number of positions required (-1 = ignore filter)
/// @PARAM Scalar The total number of combat positions required (-1 = ignore filter) @DEFAULT -1
/// @PARAM Scalar The total number of hiding positions required (-1 = ignore filter) @DEFAULT -1
/// @PARAM Scalar The total number of sniper positions required (-1 = ignore filter) @DEFAULT -1
/// @RETURN Array Return the list of building names matching the criterias
/// @REQUIRE Nothing
/// @EXAMPLE _house_list = [-1,-1,4] call XfBuildingFilteredList;
XfBuildingFilteredList = {
	private ["_buildings","_bld_array", "_type", "_total", "_combat","_hide","_sniper", "_total_cnt", "_combat_cnt","_hide_cnt","_sniper_cnt","_i","_is_match"];
	// diag_log Format["(%1)[%2]: %3: %4",diag_tickTime,"building_position.sqf","XfBuildingFilteredList", _this];
	_buildings = [];
	if (count _this <= 0) exitWith {diag_log Format["(%1)[%2]: %3: [%4] (%5) %6",diag_tickTime,"building_position.sqf","XfBuildingFilteredList", "Requires at least one param", _buildings];};
	_total = -1;
	_combat = -1;
	_hide = -1;
	_sniper = -1;
	_total = _this select 0;
	if (count _this > 1) then { _combat = _this select 1; };
	if (count _this > 2) then { _hide = _this select 2; };
	if (count _this > 3) then { _sniper = _this select 3; };
	
	for [{_i = 0},{_i < count BUILDING_POSITION_INDEXER},{_i = _i + 1}] do {		
		_bld_array = BUILDING_POSITION_INFOS select _i;
		_combat_cnt = count (_bld_array select 0);
		_hide_cnt = count (_bld_array select 1);
		_sniper_cnt = count (_bld_array select 2);
		_total_cnt = _combat_cnt + _hide_cnt + _sniper_cnt;
		// diag_log Format["(%1)[%2]: %3: [%4] (%5) %6",diag_tickTime,"building_position.sqf","XfBuildingFilteredList", [(BUILDING_POSITION_INDEXER select _i),_total_cnt, _combat_cnt, _hide_cnt, _sniper_cnt]];
		_is_match = true;
		if (_combat_cnt < _combat) then { _is_match = false; };
		if (_hide_cnt < _hide) then { _is_match = false; };
		if (_sniper_cnt < _sniper) then { _is_match = false; };
		if (_total_cnt < _total) then { _is_match = false; };
		if (_is_match) then {
			_buildings set [count _buildings, (BUILDING_POSITION_INDEXER select _i)];
		};
	};
	// diag_log Format["(%1)[%2]: %3: [%4] (%5) %6",diag_tickTime,"building_position.sqf","XfBuildingFilteredList", _buildings];
	_buildings;
};


// This is used in combination with the Find Command to extract more quickly the building informations for the second heavier array.
// It also allows for quickly knowing if a house is in the array of not.
BUILDING_POSITION_INDEXER = [
	"Land_HouseV_1I4"
	,"Land_HouseV_2L"
	,"Land_HouseBlock_C4"
	,"Land_HouseBlock_C5"
	,"Land_HouseBlock_A1_1"
	,"Land_HouseV_1I1"
	,"Land_HouseV_1L1"
	,"Land_HouseBlock_A3"
	,"Land_HouseV_1L2"
	,"Land_kulna"
	,"Land_HouseV_3I4"
	,"Land_HouseV2_04_interier"
	,"Land_Church_02"
	,"Land_Ind_Workshop01_01"
	,"Land_Ind_Garage01"
	,"Land_stodola_open"
	,"Land_Barn_W_01"
	,"Land_Farm_Cowshed_c"
	,"Land_Farm_Cowshed_b"
	,"Land_houseV_2T2"
	,"Land_Farm_Cowshed_a"
	,"Land_KBud"
	,"Land_A_GeneralStore_01a"
	,"Land_A_FuelStation_Build"
	,"Land_hut06"
	,"Land_A_FuelStation_Shed"
	,"Land_Ind_Workshop01_02"
	,"Land_Ind_Workshop01_L"
	,"Land_Ind_Workshop01_04"
	,"Land_Nasypka"
	,"Land_IndPipe2_bigL_L"
	,"Land_IndPipe2_big_ground1"
	,"Land_IndPipe2_bigL_R"
	,"Land_HouseV2_01A"
	,"Land_Ind_SiloVelke_01"
	,"Land_A_Pub_01"
	,"Land_HouseBlock_B3"
	,"Land_IndPipe2_big_ground2"
	,"Land_HouseBlock_B4"
	,"Land_HouseBlock_B6"
	,"Land_Hlidac_budka"
	,"Land_HouseBlock_B5"
	,"Land_HouseBlock_A2_1"
	,"Land_A_MunicipalOffice"
	,"Land_Ind_Pec_02"
	,"Land_Ind_Pec_03b"
	,"Land_Ind_Pec_01"
	,"Land_IndPipe2_bigBuild2_L"
	,"Land_A_Hospital"
	,"Land_IndPipe2_bigBuild1_R"
	,"Land_Hangar_2"
	,"Land_HouseBlock_B1"
	,"Land_HouseB_Tenement"
	,"Land_Ind_Expedice_1"
	,"Land_HouseBlock_D1"
	,"Land_Ind_Expedice_3"
	,"Land_HouseBlock_C3"
	,"Land_Mil_Guardhouse"
	,"Land_Tovarna2"
	,"Land_HouseBlock_A1"
	,"Land_a_stationhouse"
	,"Land_HouseBlock_D2"
	,"Land_HouseV2_03"
	,"Land_Ind_Vysypka"
	,"Land_Ind_Pec_03a"
	,"Land_Ind_Mlyn_02"
	,"Land_A_Office02"
	,"Land_Church_03"
	,"Land_Ind_Mlyn_03"
	,"Land_Shed_Ind02"
	,"Land_Ind_Mlyn_01"
	,"Land_HouseV2_02_Interier"
	,"Land_Panelak2"
	,"Land_A_GeneralStore_01"
	,"Land_rail_station_big"
	,"Land_A_Crane_02a"
	,"Land_Panelak"
	,"Land_A_BuildingWIP"
	,"Land_HouseBlock_C2"
	,"Land_A_Office01"
	,"Land_Shed_wooden"
	,"Land_Barn_Metal"
	,"Land_sara_domek_zluty"
	,"Land_stodola_old_open"
	,"Land_sara_hasic_zbroj"
	,"Land_Ind_SawMill"
	,"Land_Ind_Quarry"
	,"Land_Church_02a"
	,"Land_Barn_W_02"
	,"Land_Nav_Boathouse"
	,"Land_NAV_Lighthouse"
	,"Land_A_Castle_Bergfrit"
	,"Land_A_Castle_Gate"
	,"Land_A_TVTower_Base"
	,"Land_Mil_House"
	,"Barrack2"
	,"Camp"
	,"Land_tent_east"
	,"RU_WarfareBBarracks"
	,"USMC_WarfareBBarracks"
	,"CampEast"
	,"Land_fortified_nest_big"
	,"Land_fortified_nest_small"
	,"Land_Fort_Watchtower"
	,"USMC_WarfareBAntiAirRadar"
	,"WarfareBAirport"
	,"Fort_Barracks_USMC"
	,"WarfareBCamp"
	,"Gue_WarfareBBarracks"
	,"CDF_WarfareBBarracks"
	,"Ins_WarfareBBarracks"
	,"WarfareBDepot"
	,"CDF_WarfareBFieldhHospital"
	,"GUE_WarfareBFieldhHospital"
	,"INS_WarfareBFieldhHospital"
	,"RU_WarfareBFieldhHospital"
	,"USMC_WarfareBFieldhHospital"
	,"BMP2_HQ_CDF_unfolded"
	,"BRDM2_HQ_Gue_unfolded"
	,"BMP2_HQ_INS_unfolded"
	,"BTR90_HQ_unfolded"
	,"LAV25_HQ_unfolded"
	,"Land_House_C_5_V3_EP1"
	,"Land_House_K_7_EP1"
	,"Land_House_K_8_EP1"
	,"Land_House_C_11_EP1"
	,"Land_House_K_3_EP1"
	,"land_posed"
	,"land_army_hut2_int"
	,"Land_House_C_9_EP1"
	,"Land_House_C_1_v2_EP1"
	,"Land_House_C_3_EP1"
	,"Land_House_C_10_EP1"
	,"Land_House_C_5_EP1"
	,"Land_tovarna1"
	,"Land_MBG_ApartmentsTwo_G"
	,"Land_House_C_1_EP1"
	,"Land_MBG_ApartmentsTwo_B"
	,"land_army_hut_int"
	,"land_hut02"
	,"Land_House_L_9_EP1"
	,"Land_army_hut3_long_int"
	,"Land_House_C_4_EP1"
	,"Land_army_hut_storrage"
	,"Land_House_L_8_EP1"
	,"Land_MBG_Police_Station"
	,"Land_ibrPanelak2"
	,"LAND_ibr_bank"
	,"Land_House_L_7_EP1"
	,"Land_House_L_3_EP1"
	,"Land_House_C_2_EP1"
	,"Land_House_L_4_EP1"
	,"Land_House_C_12_EP1"
	,"Land_House_L_6_EP1"
	,"Land_House_C_5_V2_EP1"
	,"Land_ibr_FuelStation_Build"
	,"Land_ibr_FuelStation_Shed"
	,"Land_dum_istan3_hromada2"
	,"Land_House_C_5_V1_EP1"
	,"land_hut01"
	,"land_hut04"
	,"Land_dum_istan3_pumpa"
	,"Land_A_Villa_EP1"
	,"Land_sara_Domek_sedy"
	,"Land_majak2"
	,"Land_House_K_1_EP1"
	,"Land_House_L_1_EP1"
	,"Land_House_K_5_EP1"
	,"Land_House_K_6_EP1"
	,"Land_dum_mesto_in"
	,"Land_ibrPanelak"
	,"Land_kostelik"
	,"Land_ibrPanelak3"
	,"Land_Mil_Barracks_i"
	,"Land_budova4_in"
	,"Land_ibrhotel"
	,"Land_runway_edgelight"
	,"Land_fortified_nest_small"
	,"Land_afbarabizna"
	,"Land_GuardShed"
	,"Land_Church_05R"
	,"Land_Ind_Oil_Tower_EP1"
	,"Land_Mil_ControlTower"
	,"Land_A_Office01_EP1"
	,"Land_A_Stationhouse_ep1"
	,"Land_ibr_terminal"
	,"Land_Fort_Watchtower"
	,"Land_fortified_nest_big"
	,"land_ibr_hangar"
	,"Land_A_Castle_Bergfrit_dam"
	,"Land_House_L_4_dam_EP1"
	,"Land_razhut6"
	,"Land_House_L_3_dam_EP1"
	,"Land_razhut5"
	,"Land_15str"
	,"Land_block8_b"
	,"Land_block8_c"
	,"Land_hut10_raz"
	,"Land_17strb"
	,"Land_hut10"
	,"Land_hut12"
	,"Land_long_house1"
	,"Land_21str_d"
	,"Land_meh_sak"
	,"Land_block2"
	,"Land_21str_c"
	,"Land_18str"
	,"Land_hut13NB_raz"
	,"Land_21str_b"
	,"Land_villa2"
	,"Land_A_Mosque_small_2_EP1"
	,"Land_block7"
	,"Land_A_Mosque_small_1_EP1"
	,"Land_17str"
	,"Land_block3"
	,"Land_hut12_raz"
	,"Land_villa3"
	,"Land_watertower"
	,"Land_House_C_3_dam_EP1"
	,"Land_House_C_2_DAM_EP1"
	,"Land_23str"
	,"Land_10str"
	,"Land_6str_raz"
	,"Land_block7_b"
	,"Land_A_Mosque_big_hq_EP1"
	,"Land_hut7"
	,"Land_6str"
	,"Land_House_L_6_dam_EP1"
	,"Land_tower2"
	,"Land_guardtower"
	,"Land_Barrack2_EP1"
	,"Land_House_K_3_dam_EP1"
	,"Land_House_K_8_dam_EP1"
	,"Land_minaret2"
	,"Land_minaret3"
	,"Land_minaret"
	,"Land_hut9NB_raz"
	,"Land_7str_raz"
	,"Land_hut7_raz"
	,"Land_mosque3"
	,"Land_Ind_Garage01_EP1"
	,"Land_House_K_7_dam_EP1"
	,"Land_House_K_5_dam_EP1"
	,"Land_22str"
	,"Land_Mil_Barracks_i_EP1"
	,"Land_House_L_8_dam_EP1"
	,"Land_hut10NB_raz"
	,"Land_fortified_nest_big_EP1"
	,"Land_tent_east"
	,"Land_Fort_Watchtower_EP1"
	,"Land_fortified_nest_small_EP1"
	,"Land_Hlidac_Budka_EP1"
	,"Land_block9_b"
	,"Land_hut9_c"
	,"Barrack2"
	,"Land_hut5"
	,"Land_hut9"
	,"Land_block10"
	,"Land_block9"
];
BUILDING_SPOT_COUNTER = [
];

BUILDING_POSITION_INFOS = [
	//Building: Land_HouseV_1I4
	[
		// Inside combat positions (windows, doors)
		[
			[[1.67603,1.59277,0.0108643],91.9401]
			,[[0.29541,-3.97363,0.260498],92.5299]
		],
		// Inside hiding positions (for AIs to hide like assassination targets
		[
			[[-0.775879,4.24219,-0.157013],157.914]
			,[[-3.64893,-1.30273,0.133942],93.5495]
			,[[-4.37671,-3.85059,0.277267],78.301]
		],
		// Roof positions for snipers
		[
		]
	],
	//Building: Land_HouseV_2L
	[
		// Inside combat positions (windows, doors)
		[
			[[4.76538,1.70703,0.0699463],86.753]
		],
		// Inside hiding positions (for AIs to hide like assassination targets
		[
		],
		// Roof positions for snipers
		[
			[[-0.318848,-0.484375,9.32629],88.6199]
		]
	],
	//Building: Land_HouseBlock_C4
	[
		// Inside combat positions (windows, doors)
		[
		],
		// Inside hiding positions (for AIs to hide like assassination targets
		[
		],
		// Roof positions for snipers
		[
			[[1.08325,0.939453,10.4363],2.08677]
		]
	],
	//Building: Land_HouseBlock_C5
	[
		// Inside combat positions (windows, doors)
		[
		],
		// Inside hiding positions (for AIs to hide like assassination targets
		[
		],
		// Roof positions for snipers
		[
			[[-0.340332,0.863281,11.272],1.08748]
		]
	],
	//Building: Land_HouseBlock_A1_1
	[
		// Inside combat positions (windows, doors)
		[
			[[-3.88525,3.64551,0.0453796],5.04576]
			,[[-4.0791,-4.09766,0.47348],184.305]
		],
		// Inside hiding positions (for AIs to hide like assassination targets
		[
		],
		// Roof positions for snipers
		[
		]
	],
	//Building: Land_HouseV_1I1
	[
		// Inside combat positions (windows, doors)
		[
			[[0.212402,-2.50488,0.352585],177.778]
		],
		// Inside hiding positions (for AIs to hide like assassination targets
		[
		],
		// Roof positions for snipers
		[
		]
	],
	//Building: Land_HouseV_1L1
	[
		// Inside combat positions (windows, doors)
		[
			[[1.40088,5.80859,1.68602],273.234]
		],
		// Inside hiding positions (for AIs to hide like assassination targets
		[
		],
		// Roof positions for snipers
		[
		]
	],
	//Building: Land_HouseBlock_A3
	[
		// Inside combat positions (windows, doors)
		[
			[[-0.171143,4.06836,-0.298874],6.38212]
			,[[0.135254,-4.91016,0.158096],178.854]
		],
		// Inside hiding positions (for AIs to hide like assassination targets
		[
		],
		// Roof positions for snipers
		[
			[[1.95898,-0.345703,10.3521],358.076]
		]
	],
	//Building: Land_HouseV_1L2
	[
		// Inside combat positions (windows, doors)
		[
		],
		// Inside hiding positions (for AIs to hide like assassination targets
		[
		],
		// Roof positions for snipers
		[
			[[-0.948486,-0.873047,6.32346],3.0074]
		]
	],
	//Building: Land_kulna
	[
		// Inside combat positions (windows, doors)
		[
			[[0.200439,-0.178711,-0.0642853],181.448]
			,[[0.0917969,1.43262,-0.15123],95.6039]
		],
		// Inside hiding positions (for AIs to hide like assassination targets
		[
		],
		// Roof positions for snipers
		[
		]
	],
	//Building: Land_HouseV_3I4
	[
		// Inside combat positions (windows, doors)
		[
		],
		// Inside hiding positions (for AIs to hide like assassination targets
		[
		],
		// Roof positions for snipers
		[
			[[0.554932,-1.69336,7.54976],1.65389]
		]
	],
	//Building: Land_HouseV2_04_interier
	[
		// Inside combat positions (windows, doors)
		[
			[[5.49609,6.05273,0.106598],2.61951]
			,[[7.2644,4.94629,0.159134],93.1397]
			,[[7.28296,0.469727,0.401871],98.2685]
			,[[5.56763,-5.03906,0.708801],182.551]
			,[[0.986328,6.37207,0.107269],6.16916]
			,[[-5.14282,4.53223,0.23175],280.766]
		],
		// Inside hiding positions (for AIs to hide like assassination targets
		[
			[[0.585938,1.0918,3.2498],90.4563]
			,[[3.44995,6.36035,0.0980225],237.277]
			,[[3.17358,2.79883,0.29277],319.434]
			,[[-1.31079,6.36328,0.116821],228.147]
			,[[-1.3877,2.625,0.320404],312.579]
		],
		// Roof positions for snipers
		[
		]
	],
	//Building: Land_Church_02
	[
		// Inside combat positions (windows, doors)
		[
			[[-10.9368,0.944336,0.032486],269.428]
		],
		// Inside hiding positions (for AIs to hide like assassination targets
		[
		],
		// Roof positions for snipers
		[
		]
	],
	//Building: Land_Ind_Workshop01_01
	[
		// Inside combat positions (windows, doors)
		[
			[[1.11377,1.97168,-0.00440979],8.94748]
			,[[-0.895508,-2.62598,0.255722],279.023]
		],
		// Inside hiding positions (for AIs to hide like assassination targets
		[
			[[1.72876,-1.96387,0.216522],297.562]
			,[[-0.696289,0.412109,0.0843964],74.0362]
		],
		// Roof positions for snipers
		[
		]
	],
	//Building: Land_Ind_Garage01
	[
		// Inside combat positions (windows, doors)
		[
			[[-0.769287,0.600586,0.113693],270.262]
			,[[1.16333,-1.66113,0.222961],176.777]
		],
		// Inside hiding positions (for AIs to hide like assassination targets
		[
			[[-0.885986,2.99707,-0.0119019],167.357]
			,[[1.84424,2.64063,-0.00938416],203.527]
		],
		// Roof positions for snipers
		[
		]
	],
	//Building: Land_stodola_open
	[
		// Inside combat positions (windows, doors)
		[
			[[1.46558,-0.21582,0.215042],94.8524]
		],
		// Inside hiding positions (for AIs to hide like assassination targets
		[
			[[1.50049,6.55273,-0.108047],193.948]
			,[[-3.82251,6.53711,-0.0862885],175.583]
			,[[1.48291,-6.82031,0.619843],352.834]
		],
		// Roof positions for snipers
		[
		]
	],
	//Building: Land_Barn_W_01
	[
		// Inside combat positions (windows, doors)
		[
			[[0.161865,18.4326,-0.493759],8.6608]
			,[[5.7981,14.7832,-0.316345],97.8247]
			,[[-5.85132,-14.9355,1.36031],265.633]
			,[[0.0874023,-18.7324,1.54456],180.309]
		],
		// Inside hiding positions (for AIs to hide like assassination targets
		[
			[[5.78125,-18.793,1.52536],319.377]
			,[[-5.97437,-18.5449,1.55869],22.2168]
			,[[-6.06079,-3.80859,0.750671],158.317]
			,[[6.00146,4.32227,0.25679],342.553]
			,[[5.98218,18.7324,-0.533615],203.917]
			,[[-6.16211,18.8818,-0.493286],153.057]
		],
		// Roof positions for snipers
		[
			[[0.0427246,18.5068,6.36086],1.79805]
			,[[0.034668,-18.5947,8.39198],179.322]
		]
	],
	//Building: Land_Farm_Cowshed_c
	[
		// Inside combat positions (windows, doors)
		[
			[[-0.0419922,1.7998,0.0786133],6.35093]
			,[[-2.19824,-3.58984,0.381653],182.276]
		],
		// Inside hiding positions (for AIs to hide like assassination targets
		[
		],
		// Roof positions for snipers
		[
		]
	],
	//Building: Land_Farm_Cowshed_b
	[
		// Inside combat positions (windows, doors)
		[
			[[7.09033,-3.10547,0.286194],183.051]
			,[[-3.66577,3.02832,-0.00595093],5.33262]
			,[[-8.60181,3.09375,0.0101929],1.31025]
		],
		// Inside hiding positions (for AIs to hide like assassination targets
		[
			[[4.89331,3.06641,-0.0425415],113.917]
			,[[2.88086,-3.08105,0.301895],288.701]
		],
		// Roof positions for snipers
		[
		]
	],
	//Building: Land_houseV_2T2
	[
		// Inside combat positions (windows, doors)
		[
			[[-3.66846,0.96582,0.816086],258.504]
		],
		// Inside hiding positions (for AIs to hide like assassination targets
		[
		],
		// Roof positions for snipers
		[
			[[1.86255,1.33887,9.1956],1.06487]
		]
	],
	//Building: Land_Farm_Cowshed_a
	[
		// Inside combat positions (windows, doors)
		[
			[[-2.11353,6.21582,-0.241852],6.9625]
			,[[1.87866,5.93262,-0.254639],2.25093]
			,[[8.87915,6.125,-0.293152],9.43891]
			,[[9.58325,1.13379,-0.0233154],91.7779]
			,[[9.80542,-1.97461,0.145706],94.2105]
			,[[-1.80469,-5.7207,0.397156],272.918]
			,[[3.11548,-6.18359,0.402588],184.766]
			,[[9.76636,-5.40137,0.33316],92.6794]
			,[[6.37305,-6.34473,0.398407],190.189]
			,[[-6.51733,-2.84375,0.258514],190.141]
		],
		// Inside hiding positions (for AIs to hide like assassination targets
		[
			[[1.43628,3.13867,-0.100372],110.765]
			,[[-2.79346,3.23438,-0.0887146],174.626]
		],
		// Roof positions for snipers
		[
		]
	],
	//Building: Land_KBud
	[
		// Inside combat positions (windows, doors)
		[
			[[0.0187988,0,0.567902],179.959]
		],
		// Inside hiding positions (for AIs to hide like assassination targets
		[
		],
		// Roof positions for snipers
		[
		]
	],
	//Building: Land_A_GeneralStore_01a
	[
		// Inside combat positions (windows, doors)
		[
			[[-8.49097,5.79199,-0.0994568],278.148]
			,[[-7.42749,8.48047,-0.250671],5.71217]
			,[[1.86597,8.45605,-0.286575],3.37381]
			,[[12.019,-4.44531,0.377991],191.966]
			,[[7.20483,-4.49512,0.399902],183.458]
			,[[-4.48804,-4.44043,0.44371],195.353]
			,[[-7.56665,-4.62891,0.466324],185.816]
		],
		// Inside hiding positions (for AIs to hide like assassination targets
		[
			[[14.4363,1.71582,0.0316925],308.761]
			,[[3.94897,5.53516,-0.135132],322.394]
			,[[-8.1189,-0.386719,0.236771],24.0789]
			,[[8.01392,-0.138672,0.158768],304.731]
			,[[13.5527,-0.274414,0.143845],218.292]
			,[[-1.01489,-2.21191,0.307892],99.5594]
			,[[-6.68701,-1.65918,0.300476],189.241]
		],
		// Roof positions for snipers
		[
			[[-8.82959,8.52734,4.44742],316.867]
			,[[-8.55371,-3.98145,5.12999],222.824]
			,[[14.1277,-4.06445,5.04361],132.532]
			,[[13.9756,8.76465,4.34308],45.2197]
		]
	],
	//Building: Land_A_FuelStation_Build
	[
		// Inside combat positions (windows, doors)
		[
			[[-0.0458984,-1.03613,0.100128],178.09]
			,[[1.7207,0.0966797,0.0310974],94.5745]
			,[[-1.63354,-0.623047,0.0841675],277.913]
		],
		// Inside hiding positions (for AIs to hide like assassination targets
		[
		],
		// Roof positions for snipers
		[
			[[-0.161621,-0.233398,3.2345],178.744]
		]
	],
	//Building: Land_hut06
	[
		// Inside combat positions (windows, doors)
		[
			[[0.812988,-0.494141,0.0889435],187.277]
		],
		// Inside hiding positions (for AIs to hide like assassination targets
		[
			[[-0.2229,2.21289,-0.0549469],166.563]
		],
		// Roof positions for snipers
		[
		]
	],
	//Building: Land_A_FuelStation_Shed
	[
		// Inside combat positions (windows, doors)
		[
		],
		// Inside hiding positions (for AIs to hide like assassination targets
		[
		],
		// Roof positions for snipers
		[
			[[7.68555,3.16016,6.19051],40.1353]
			,[[-7.6062,-2.98535,6.58737],227.087]
		]
	],
	//Building: Land_Ind_Workshop01_02
	[
		// Inside combat positions (windows, doors)
		[
			[[-1.60474,0.948242,-0.00161743],272.514]
			,[[1.48877,0.822266,-0.0080719],92.2868]
		],
		// Inside hiding positions (for AIs to hide like assassination targets
		[
			[[0.000976563,-0.87207,0.0888519],0.0261579]
		],
		// Roof positions for snipers
		[
		]
	],
	//Building: Land_Ind_Workshop01_L
	[
		// Inside combat positions (windows, doors)
		[
			[[3.80664,-1.6875,0.248581],0.229863]
			,[[1.39966,-4.64453,0.42804],184.743]
			,[[-2.81006,2.29199,0.0751343],274.122]
			,[[-3.16357,4.39551,-0.0375824],272.143]
			,[[-0.323975,3.82422,-0.0221863],90.6233]
		],
		// Inside hiding positions (for AIs to hide like assassination targets
		[
			[[3.78003,-4.93848,0.432419],315.249]
		],
		// Roof positions for snipers
		[
		]
	],
	//Building: Land_Ind_Workshop01_04
	[
		// Inside combat positions (windows, doors)
		[
			[[-1.39014,2.32617,0.0652161],265.328]
			,[[1.07056,3.68262,-0.0180054],89.3421]
			,[[-1.60254,4.09668,-0.0314484],275.648]
			,[[1.12695,-5.60059,0.490906],103.033]
		],
		// Inside hiding positions (for AIs to hide like assassination targets
		[
			[[-1.86157,-3.89648,0.409851],118.841]
			,[[-1.89014,-6.28223,0.543152],82.4838]
			,[[1.08472,-3.42773,0.368088],196.341]
		],
		// Roof positions for snipers
		[
		]
	],
	//Building: Land_Nasypka
	[
		// Inside combat positions (windows, doors)
		[
		],
		// Inside hiding positions (for AIs to hide like assassination targets
		[
		],
		// Roof positions for snipers
		[
			[[-1.35767,0.338867,12.9824],185.696]
		]
	],
	//Building: Land_IndPipe2_bigL_L
	[
		// Inside combat positions (windows, doors)
		[
		],
		// Inside hiding positions (for AIs to hide like assassination targets
		[
		],
		// Roof positions for snipers
		[
			[[1.09131,1.2832,6.09203],2.81688]
		]
	],
	//Building: Land_IndPipe2_big_ground1
	[
		// Inside combat positions (windows, doors)
		[
		],
		// Inside hiding positions (for AIs to hide like assassination targets
		[
		],
		// Roof positions for snipers
		[
			[[-0.102539,0.269531,6.11848],179.759]
		]
	],
	//Building: Land_IndPipe2_bigL_R
	[
		// Inside combat positions (windows, doors)
		[
		],
		// Inside hiding positions (for AIs to hide like assassination targets
		[
		],
		// Roof positions for snipers
		[
			[[-1.08008,1.69531,5.97482],357.138]
		]
	],
	//Building: Land_HouseV2_01A
	[
		// Inside combat positions (windows, doors)
		[
			[[-2.34546,-3.80762,0.644913],175.248]
		],
		// Inside hiding positions (for AIs to hide like assassination targets
		[
		],
		// Roof positions for snipers
		[
		]
	],
	//Building: Land_Ind_SiloVelke_01
	[
		// Inside combat positions (windows, doors)
		[
		],
		// Inside hiding positions (for AIs to hide like assassination targets
		[
		],
		// Roof positions for snipers
		[
			[[3.67065,-7.63574,19.5359],132.634]
			,[[3.7793,8.68652,18.6433],39.6993]
		]
	],
	//Building: Land_A_Pub_01
	[
		// Inside combat positions (windows, doors)
		[
			[[-2.22803,0.101563,0.243759],356.466]
			,[[-1.39868,-6.46094,0.598999],177.607]
			,[[-6.20703,-6.47266,0.618881],181.204]
			,[[-7.30786,0.674805,0.232788],2.3949]
			,[[-1.8457,-6.30273,4.58318],182.972]
			,[[-7.06787,-6.37988,4.60831],184.294]
			,[[-7.24341,0.880859,4.21222],3.1779]
			,[[1.45752,-6.40918,4.57578],187.412]
			,[[5.69556,-5.20508,4.49289],138.786]
			,[[6.71899,-1.02148,4.26013],90.4678]
			,[[6.68701,7.44238,3.79752],91.7206]
			,[[-0.440674,7.34863,3.83148],260.188]
			,[[2.70679,-6.41602,0.580063],143.789]
			,[[5.59692,-5.22754,0.503922],144.568]
			,[[6.646,-0.833984,0.259201],91.4038]
			,[[6.77417,6.29785,-0.131134],93.2525]
			,[[-0.310303,6.8457,-0.132507],279.889]
		],
		// Inside hiding positions (for AIs to hide like assassination targets
		[
			[[-7.45532,-4.0625,0.492096],99.3892]
			,[[-0.672852,0.827148,4.18866],184.365]
			,[[-3.84082,-2.2002,4.36682],180.359]
			,[[-0.22998,2.25293,4.10904],31.2823]
			,[[3.46997,2.23926,4.09494],49.2227]
			,[[3.75732,7.45801,3.80844],164.547]
			,[[3.38135,-4.25781,4.45068],273.11]
			,[[3.8999,0.0566406,4.21257],209.823]
			,[[0.551025,0.69043,4.1913],177.979]
			,[[2.9668,0.987305,0.174591],250.437]
			,[[2.39038,-1.25879,0.299454],142.974]
			,[[3.10962,7.45313,-0.179596],173.913]
			,[[-0.0874023,2.08789,0.126465],68.258]
		],
		// Roof positions for snipers
		[
			[[2.50049,-1.16992,11.8898],135.087]
		]
	],
	//Building: Land_HouseBlock_B3
	[
		// Inside combat positions (windows, doors)
		[
		],
		// Inside hiding positions (for AIs to hide like assassination targets
		[
		],
		// Roof positions for snipers
		[
			[[1.75757,1.15137,13.7622],185.991]
		]
	],
	//Building: Land_IndPipe2_big_ground2
	[
		// Inside combat positions (windows, doors)
		[
		],
		// Inside hiding positions (for AIs to hide like assassination targets
		[
		],
		// Roof positions for snipers
		[
			[[-0.201172,-0.133789,6.08971],358.255]
		]
	],
	//Building: Land_HouseBlock_B4
	[
		// Inside combat positions (windows, doors)
		[
		],
		// Inside hiding positions (for AIs to hide like assassination targets
		[
		],
		// Roof positions for snipers
		[
			[[1.59448,-0.245117,13.7409],1.79645]
		]
	],
	//Building: Land_HouseBlock_B6
	[
		// Inside combat positions (windows, doors)
		[
			[[-4.58569,3.36133,-0.239487],5.59453]
			,[[-4.03833,-3.5791,0.134674],180.149]
		],
		// Inside hiding positions (for AIs to hide like assassination targets
		[
		],
		// Roof positions for snipers
		[
			[[-1.85107,0.825195,13.8871],186.013]
		]
	],
	//Building: Land_Hlidac_budka
	[
		// Inside combat positions (windows, doors)
		[
			[[-1.26953,0.291992,0.340408],187.703]
			,[[-2.36719,1.71387,0.267303],329.067]
		],
		// Inside hiding positions (for AIs to hide like assassination targets
		[
			[[1.96387,0.451172,0.319016],288.053]
		],
		// Roof positions for snipers
		[
		]
	],
	//Building: Land_HouseBlock_B5
	[
		// Inside combat positions (windows, doors)
		[
		],
		// Inside hiding positions (for AIs to hide like assassination targets
		[
		],
		// Roof positions for snipers
		[
			[[0.978027,-0.219727,14.0841],137.443]
		]
	],
	//Building: Land_HouseBlock_A2_1
	[
		// Inside combat positions (windows, doors)
		[
		],
		// Inside hiding positions (for AIs to hide like assassination targets
		[
		],
		// Roof positions for snipers
		[
			[[1.56201,-1.02832,14.2597],176.104]
		]
	],
	//Building: Land_A_MunicipalOffice
	[
		// Inside combat positions (windows, doors)
		[
			[[-0.0288086,9.51563,-0.595673],11.5217]
			,[[0.0373535,-7.7373,0.45726],181.62]
			,[[-4.66016,-9.2373,0.558044],184.47]
			,[[4.30444,-9.61523,0.542908],173.837]
		],
		// Inside hiding positions (for AIs to hide like assassination targets
		[
		],
		// Roof positions for snipers
		[
			[[3.46118,10.9111,6.27449],5.15894]
			,[[-3.76123,10.8096,6.30882],359.774]
			,[[10.6592,11.7871,14.3959],44.1835]
			,[[-11.0637,11.5225,14.665],321.484]
			,[[-10.5093,-7.0127,15.6412],229.57]
			,[[10.7639,-6.92188,15.4998],132.998]
		]
	],
	//Building: Land_Ind_Pec_02
	[
		// Inside combat positions (windows, doors)
		[
		],
		// Inside hiding positions (for AIs to hide like assassination targets
		[
		],
		// Roof positions for snipers
		[
			[[-0.199219,22.0264,12.2764],3.97897]
			,[[0.0605469,-21.0596,14.6694],179.355]
		]
	],
	//Building: Land_Ind_Pec_03b
	[
		// Inside combat positions (windows, doors)
		[
		],
		// Inside hiding positions (for AIs to hide like assassination targets
		[
		],
		// Roof positions for snipers
		[
			[[-6.25537,17.1563,9.88123],318.509]
			,[[14.7051,17.2119,9.7942],49.0662]
			,[[14.6255,-26.1074,12.1625],137.579]
			,[[-5.6167,-26.1543,12.2462],228.729]
		]
	],
	//Building: Land_Ind_Pec_01
	[
		// Inside combat positions (windows, doors)
		[
		],
		// Inside hiding positions (for AIs to hide like assassination targets
		[
		],
		// Roof positions for snipers
		[
			[[9.96875,-8.79883,5.65907],86.0092]
			,[[10.0208,-8.05371,19.1686],88.9715]
		]
	],
	//Building: Land_IndPipe2_bigBuild2_L
	[
		// Inside combat positions (windows, doors)
		[
		],
		// Inside hiding positions (for AIs to hide like assassination targets
		[
		],
		// Roof positions for snipers
		[
			[[5.82983,3.20605,6.03911],1.92104]
		]
	],
	//Building: Land_A_Hospital
	[
		// Inside combat positions (windows, doors)
		[
		],
		// Inside hiding positions (for AIs to hide like assassination targets
		[
		],
		// Roof positions for snipers
		[
			[[21.6775,5.83105,13.07],36.0927]
			,[[14.9673,-0.986328,13.4695],222.384]
			,[[-16.9172,5.05371,10.3957],317.392]
			,[[-16.9136,-5.71875,10.9844],229.605]
		]
	],
	//Building: Land_IndPipe2_bigBuild1_R
	[
		// Inside combat positions (windows, doors)
		[
		],
		// Inside hiding positions (for AIs to hide like assassination targets
		[
		],
		// Roof positions for snipers
		[
			[[-5.69165,3.5957,6.04532],1.90785]
		]
	],
	//Building: Land_Hangar_2
	[
		// Inside combat positions (windows, doors)
		[
			[[-9.9082,-9.62793,0.703461],182.705]
			,[[8.5332,-9.69141,0.633148],182.988]
		],
		// Inside hiding positions (for AIs to hide like assassination targets
		[
			[[13.845,10.9219,-0.514893],220.302]
			,[[13.405,-0.672852,0.120819],258.774]
			,[[0.029541,10.9092,-0.459],180.868]
			,[[0.00463867,3.44727,-0.0510406],150.861]
			,[[-0.189941,-1.7207,0.232422],243.152]
			,[[-14.4148,0.972656,0.141846],145.856]
			,[[-13.8596,11.1514,-0.416794],145.863]
		],
		// Roof positions for snipers
		[
			[[-0.026123,10.3613,7.67033],2.86937]
			,[[0.0153809,-7.82715,8.67001],178.492]
		]
	],
	//Building: Land_HouseBlock_B1
	[
		// Inside combat positions (windows, doors)
		[
		],
		// Inside hiding positions (for AIs to hide like assassination targets
		[
		],
		// Roof positions for snipers
		[
			[[0.0695801,0.599609,14.1347],180.908]
		]
	],
	//Building: Land_HouseB_Tenement
	[
		// Inside combat positions (windows, doors)
		[
			[[9.4187,-2.61523,1.05231],185.293]
			,[[14.4211,-2.35938,1.01826],73.8644]
			,[[14.3682,6.83008,0.516037],89.8404]
			,[[13.095,13.0303,0.182404],16.9574]
			,[[-4.96436,-2.59863,1.10886],186.62]
			,[[-1.49976,-2.70898,1.10107],184.255]
		],
		// Inside hiding positions (for AIs to hide like assassination targets
		[
			[[4.78247,12.9287,0.221024],156.692]
			,[[-11.4822,4.57813,0.742523],125.931]
			,[[-5.66992,4.80078,0.707153],129.556]
			,[[-9.22168,-2.95313,1.14532],80.5265]
			,[[3.9812,-2.41016,1.06287],60.7946]
		],
		// Roof positions for snipers
		[
			[[15.051,13.3965,5.82507],45.661]
			,[[15.2693,-2.91016,6.76503],139.154]
		]
	],
	//Building: Land_Ind_Expedice_1
	[
		// Inside combat positions (windows, doors)
		[
		],
		// Inside hiding positions (for AIs to hide like assassination targets
		[
		],
		// Roof positions for snipers
		[
			[[13.835,-20.1572,8.45808],136.89]
			,[[-13.3979,-20.9873,10.8865],221.858]
			,[[-13.563,-1.72754,9.83446],322.721]
			,[[4.12964,18.4355,8.66125],38.822]
		]
	],
	//Building: Land_HouseBlock_D1
	[
		// Inside combat positions (windows, doors)
		[
		],
		// Inside hiding positions (for AIs to hide like assassination targets
		[
		],
		// Roof positions for snipers
		[
			[[-5.15869,-2.84082,19.0193],223.539]
		]
	],
	//Building: Land_Ind_Expedice_3
	[
		// Inside combat positions (windows, doors)
		[
		],
		// Inside hiding positions (for AIs to hide like assassination targets
		[
		],
		// Roof positions for snipers
		[
			[[-3.35718,19.0674,6.03709],333.054]
			,[[-3.44971,-17.5479,8.13617],220.617]
		]
	],
	//Building: Land_HouseBlock_C3
	[
		// Inside combat positions (windows, doors)
		[
		],
		// Inside hiding positions (for AIs to hide like assassination targets
		[
		],
		// Roof positions for snipers
		[
			[[-5.35693,0.981445,15.7437],186.308]
			,[[3.448,1.0127,15.7063],183.698]
		]
	],
	//Building: Land_Mil_Guardhouse
	[
		// Inside combat positions (windows, doors)
		[
			[[-2.9043,0.303711,0.320282],292.22]
		],
		// Inside hiding positions (for AIs to hide like assassination targets
		[
		],
		// Roof positions for snipers
		[
		]
	],
	//Building: Land_Tovarna2
	[
		// Inside combat positions (windows, doors)
		[
			[[-4.95898,7.18555,-0.459656],3.3022]
			,[[-12.6602,6.85449,-0.410736],272.126]
			,[[5.91504,-7.12891,1.22141],89.1889]
			,[[-12.623,4.98633,3.02425],275.9]
			,[[-5.75269,9.0332,2.77524],9.92959]
			,[[-5.59741,9.25,6.62184],5.38017]
		],
		// Inside hiding positions (for AIs to hide like assassination targets
		[
			[[-8.2168,7.88477,-0.485001],227.918]
			,[[-13.1296,1.63086,-0.123596],85.669]
			,[[-12.668,0.0126953,-0.0370178],113.363]
			,[[-13.2146,-9.16309,0.4664],77.2638]
			,[[-2.59692,8.00098,-0.513947],163.356]
			,[[1.89917,8.42871,-0.555222],195.402]
			,[[-13.0977,1.57422,3.21243],81.948]
			,[[-8.88721,8.06543,2.84079],207.389]
			,[[-3.84521,5.18555,2.978],298.499]
			,[[-12.6704,1.625,7.11177],78.1357]
			,[[-12.1277,8.65527,6.72514],146.609]
			,[[-8.57666,8.69336,6.70895],190.47]
			,[[-4.24878,5.06445,6.84538],302.593]
			,[[-6.85059,-0.857422,5.94528],120.953]
			,[[-7.10767,0.864258,11.7126],115.283]
		],
		// Roof positions for snipers
		[
			[[1.52051,-7.73633,12.5891],139.167]
			,[[-12.5857,-7.75781,12.6468],222.686]
			,[[-10.9363,7.89258,11.7847],359.786]
			,[[0.422119,7.80371,11.7442],358.598]
		]
	],
	//Building: Land_HouseBlock_A1
	[
		// Inside combat positions (windows, doors)
		[
			[[-3.78735,3.32324,0.0108032],358.645]
			,[[-4.00269,-3.98438,0.412766],180.002]
		],
		// Inside hiding positions (for AIs to hide like assassination targets
		[
		],
		// Roof positions for snipers
		[
		]
	],
	//Building: Land_a_stationhouse
	[
		// Inside combat positions (windows, doors)
		[
			[[18.0295,2.85254,-0.38324],8.46399]
			,[[16.0593,-7.95313,0.215195],182.19]
			,[[9.95557,-7.85352,0.234192],181.474]
			,[[3.50708,-8.02051,0.269119],192.992]
		],
		// Inside hiding positions (for AIs to hide like assassination targets
		[
			[[1.25098,2.7627,-0.31134],168.827]
			,[[8.49121,2.32813,-0.316589],173.224]
			,[[-4.21094,-8.71094,0.337738],62.3236]
		],
		// Roof positions for snipers
		[
			[[19.4961,-7.5,5.14677],134.214]
			,[[19.374,2.85742,4.58118],44.3424]
			,[[-16.3169,9.08398,8.38974],330.065]
			,[[-16.2676,-7.58789,9.30067],205.47]
			,[[-2.79639,-4.82422,18.1094],2.17343]
			,[[-2.73901,-8.10742,18.2885],185.167]
		]
	],
	//Building: Land_HouseBlock_D2
	[
		// Inside combat positions (windows, doors)
		[
		],
		// Inside hiding positions (for AIs to hide like assassination targets
		[
		],
		// Roof positions for snipers
		[
			[[-5.11499,-2.75781,18.9787],224.812]
		]
	],
	//Building: Land_HouseV2_03
	[
		// Inside combat positions (windows, doors)
		[
		],
		// Inside hiding positions (for AIs to hide like assassination targets
		[
		],
		// Roof positions for snipers
		[
			[[-12.344,1.10645,7.26056],275.961]
		]
	],
	//Building: Land_Ind_Vysypka
	[
		// Inside combat positions (windows, doors)
		[
			[[1.51855,17.1611,0.182816],91.4597]
			,[[1.03687,26.7266,-0.338028],3.45248]
			,[[-5.28589,-21.9004,2.34921],187.479]
		],
		// Inside hiding positions (for AIs to hide like assassination targets
		[
			[[-8.60132,21.6309,-0.026123],104.702]
			,[[2.00146,2.6709,0.976257],268.516]
			,[[2.17529,-12.3418,1.79802],280.036]
		],
		// Roof positions for snipers
		[
			[[-12.3738,13.5098,9.5582],317.58]
			,[[2.56689,-22.9121,11.4892],131.159]
			,[[-12.6001,-23.3633,11.5747],221.02]
		]
	],
	//Building: Land_Ind_Pec_03a
	[
		// Inside combat positions (windows, doors)
		[
		],
		// Inside hiding positions (for AIs to hide like assassination targets
		[
		],
		// Roof positions for snipers
		[
			[[5.6355,27.5293,7.52939],40.089]
			,[[-3.07031,26.7715,7.60587],325.086]
			,[[14.6091,-26.1338,12.164],138.885]
			,[[-6.02271,-26.2051,12.2506],217.21]
		]
	],
	//Building: Land_Ind_Mlyn_02
	[
		// Inside combat positions (windows, doors)
		[
		],
		// Inside hiding positions (for AIs to hide like assassination targets
		[
		],
		// Roof positions for snipers
		[
			[[-3.3811,25.5508,10.9676],1.21335]
		]
	],
	//Building: Land_A_Office02
	[
		// Inside combat positions (windows, doors)
		[
			[[2.30469,-6.85156,0.806595],182.932]
			,[[-1.12988,-4.76465,0.707642],245.044]
			,[[5.42529,-4.98633,0.693115],122.266]
		],
		// Inside hiding positions (for AIs to hide like assassination targets
		[
		],
		// Roof positions for snipers
		[
			[[-19.5576,5.25098,17.1264],316.233]
			,[[-19.7253,0.763672,17.3722],216.98]
		]
	],
	//Building: Land_Church_03
	[
		// Inside combat positions (windows, doors)
		[
			[[-14.2285,-0.477539,0.152069],268.926]
		],
		// Inside hiding positions (for AIs to hide like assassination targets
		[
			[[-7.05493,-5.42969,0.394135],331.402]
			,[[-8.64526,3.82715,-0.105804],180.575]
			,[[-3.31494,7.61914,-0.334442],169.445]
			,[[-3.32031,-9.07129,0.578278],11.0169]
			,[[6.39795,-9.03223,0.537323],298.637]
			,[[9.93408,3.90234,0.360168],259.456]
			,[[6.45996,7.62695,-0.373718],247.6]
			,[[10.3755,-5.41504,0.867859],282.754]
		],
		// Roof positions for snipers
		[
		]
	],
	//Building: Land_Ind_Mlyn_03
	[
		// Inside combat positions (windows, doors)
		[
		],
		// Inside hiding positions (for AIs to hide like assassination targets
		[
		],
		// Roof positions for snipers
		[
			[[-8.61914,7.73828,7.58505],314.078]
			,[[-8.89233,-7.86328,8.4389],230.003]
		]
	],
	//Building: Land_Shed_Ind02
	[
		// Inside combat positions (windows, doors)
		[
			[[-1.69507,9.74414,-0.343201],359.825]
			,[[-0.915039,11.9414,2.88771],2.82869]
		],
		// Inside hiding positions (for AIs to hide like assassination targets
		[
			[[4.52612,9.38281,-0.348541],219.282]
			,[[-3.40259,-3.79688,0.403564],138.402]
			,[[4.54297,1.34863,0.0907593],324.665]
			,[[4.78442,-9.5293,4.04138],339.661]
		],
		// Roof positions for snipers
		[
			[[0.518799,-8.60742,8.63364],177.682]
			,[[0.429932,9.24707,7.67715],0.176297]
		]
	],
	//Building: Land_Ind_Mlyn_01
	[
		// Inside combat positions (windows, doors)
		[
			[[-9.00342,2.04785,1.12492],270.172]
		],
		// Inside hiding positions (for AIs to hide like assassination targets
		[
			[[-6.87793,7.75098,0.804596],223.499]
		],
		// Roof positions for snipers
		[
		]
	],
	//Building: Land_HouseV2_02_Interier
	[
		// Inside combat positions (windows, doors)
		[
			[[0.013916,6.78223,-0.000717163],359.816]
			,[[-0.258057,-7.26074,0.770584],179.844]
			,[[-8.55054,0.277344,0.974884],270.937]
			,[[-4.97559,6.43359,0.624039],3.21616]
			,[[-8.56714,5.22363,0.704559],269.122]
			,[[8.54297,0.334961,0.903122],93.596]
			,[[8.5061,5.35254,0.628967],101.357]
			,[[4.9082,6.38379,0.587204],4.42315]
		],
		// Inside hiding positions (for AIs to hide like assassination targets
		[
			[[-8.69775,-2.05176,1.10263],56.0238]
			,[[-4.30762,-2.20215,1.09332],43.2304]
			,[[8.03882,-2.06738,1.03674],309.338]
			,[[2.81104,1.19434,0.87912],69.8676]
		],
		// Roof positions for snipers
		[
			[[0.0119629,0.263672,12.3387],183.965]
		]
	],
	//Building: Land_Panelak2
	[
		// Inside combat positions (windows, doors)
		[
			[[0.731689,1.7959,0.327667],5.15213]
			,[[0.55127,2.1543,2.86333],359.389]
			,[[0.586914,2.00488,5.57552],358.877]
			,[[0.658447,2.58301,8.27145],359.586]
			,[[3.51416,3.14355,9.61566],357.787]
			,[[6.88306,-0.111328,9.77989],96.6612]
			,[[6.91675,-6.63672,10.1365],178.738]
			,[[3.11914,-6.73828,10.1572],181.399]
		],
		// Inside hiding positions (for AIs to hide like assassination targets
		[
			[[-0.841064,-3.42578,1.91483],2.52025]
			,[[4.59131,-2.50391,9.92001],34.6083]
			,[[6.11597,-4.37402,10.016],60.934]
			,[[4.01709,-4.64844,10.0397],279.959]
		],
		// Roof positions for snipers
		[
			[[6.84644,3.28027,12.4883],43.7031]
			,[[-6.83032,3.35156,12.5392],326.9]
			,[[-7.08887,-6.73242,13.0915],235.589]
			,[[6.73242,-6.58301,13.0278],135.198]
		]
	],
	//Building: Land_A_GeneralStore_01
	[
		// Inside combat positions (windows, doors)
		[
			[[-9.53076,2.19922,1.04341],283.847]
			,[[-8.39551,5.03613,0.883728],358.083]
			,[[1.46997,5.08203,0.841797],2.43958]
			,[[10.7676,-8.23145,1.53217],188.626]
			,[[6.16602,-8.2666,1.5526],189.172]
			,[[-5.71362,-8.33984,1.60406],199.362]
			,[[-8.90381,-8.41406,1.62088],181.715]
		],
		// Inside hiding positions (for AIs to hide like assassination targets
		[
			[[13.1958,-1.87402,1.1752],330.477]
			,[[2.9231,1.89746,1.01013],316.204]
			,[[-9.63745,-4.10645,1.38844],29.7132]
			,[[6.86792,-3.93945,1.31345],301.103]
			,[[13.0757,-3.50098,1.26442],221.885]
			,[[-8.83325,-5.5332,1.463],153.097]
			,[[8.98047,-3.52246,1.28186],174.142]
		],
		// Roof positions for snipers
		[
			[[12.9758,5.01758,5.49411],44.7856]
			,[[13.011,-8.14648,6.21353],133.081]
			,[[-10.5564,-8.28223,6.39009],221.813]
			,[[-10.3455,5.34473,5.56979],320.187]
		]
	],
	//Building: Land_rail_station_big
	[
		// Inside combat positions (windows, doors)
		[
			[[8.47534,3.20801,-0.169632],4.25084]
			,[[8.27246,-3.33105,0.188553],198.596]
			,[[-0.0993652,-3.50879,0.23175],183.878]
			,[[-3.45898,-3.68262,0.254578],185.4]
			,[[-1.41772,5.33105,-0.246109],5.22034]
		],
		// Inside hiding positions (for AIs to hide like assassination targets
		[
			[[-5.01367,5.18359,-0.223923],151.918]
			,[[1.44189,5.05371,-0.242462],223.853]
			,[[2.62598,-2.16895,0.147827],313.441]
		],
		// Roof positions for snipers
		[
			[[-1.48462,1.23828,10.2411],183.809]
		]
	],
	//Building: Land_A_Crane_02a
	[
		// Inside combat positions (windows, doors)
		[
		],
		// Inside hiding positions (for AIs to hide like assassination targets
		[
		],
		// Roof positions for snipers
		[
			[[3.60645,-0.12793,6.60185],89.6232]
			,[[-5.75317,-0.105469,6.63831],274.481]
		]
	],
	//Building: Land_Panelak
	[
		// Inside combat positions (windows, doors)
		[
			[[0.802734,2.02246,0.322784],3.73985]
			,[[-3.03174,-7.05078,2.12929],179.875]
			,[[-6.90186,-0.637695,1.7944],270.042]
			,[[-6.55322,-6.42285,2.10905],181.153]
			,[[-6.31299,2.94238,1.59634],358.682]
			,[[-3.06299,2.98047,1.58127],1.55157]
			,[[0.633545,2.94336,2.82761],357.23]
			,[[3.08154,2.8916,4.26561],1.8697]
			,[[6.26514,3.09277,4.24194],0.715985]
			,[[6.9353,-0.364258,4.42793],94.1016]
			,[[6.80981,-6.90137,4.78589],177.21]
			,[[3.28369,-6.88086,4.79883],184.807]
		],
		// Inside hiding positions (for AIs to hide like assassination targets
		[
			[[0.68335,-3.40039,1.91519],339.025]
			,[[-3.64063,-5.37988,2.04048],58.8573]
			,[[-4.69873,-3.1123,1.92091],336.717]
			,[[4.57153,-2.64063,4.56195],36.18]
		],
		// Roof positions for snipers
		[
		]
	],
	//Building: Land_A_BuildingWIP
	[
		// Inside combat positions (windows, doors)
		[
			[[0.528564,11.5195,-0.255844],2.34403]
			,[[9.0127,6.58496,0.0450897],358.317]
			,[[20.667,-4.41602,0.495941],87.1404]
			,[[14.042,-10.2686,0.8479],184.858]
			,[[-21.0908,12.0127,-0.161041],1.20467]
			,[[-24.7668,10.002,-0.0440826],268.377]
			,[[-24.8567,2.25195,0.438705],271.968]
			,[[-24.76,-3.43066,0.706467],266.56]
			,[[-24.8364,-7.20801,0.874268],267.973]
			,[[-23.6184,-10.2754,1.00267],178.703]
			,[[-20.3904,-17.5146,1.38356],178.545]
			,[[-14.9639,-13.3789,1.1581],92.6183]
		],
		// Inside hiding positions (for AIs to hide like assassination targets
		[
			[[11.8384,-4.01953,0.526978],296.448]
			,[[-7.8916,-9.95117,0.962418],87.0948]
			,[[-12.1685,-9.94824,0.976166],9.84756]
			,[[-15.9573,5.7793,0.167007],121.559]
		],
		// Roof positions for snipers
		[
		]
	],
	//Building: Land_HouseBlock_C2
	[
		// Inside combat positions (windows, doors)
		[
		],
		// Inside hiding positions (for AIs to hide like assassination targets
		[
		],
		// Roof positions for snipers
		[
			[[-1.98486,0.706055,14.097],183.345]
		]
	],
	//Building: Land_A_Office01
	[
		// Inside combat positions (windows, doors)
		[
			[[-5.12476,6.56543,0.0680237],3.49202]
			,[[-7.83545,6.38086,0.0890503],2.39605]
			,[[-15.887,1.24023,0.402344],270.623]
			,[[15.5725,1.02441,0.288025],89.231]
			,[[-2.90771,-4.28418,0.652084],180.302]
			,[[-0.494385,-4.55664,0.657364],177.602]
			,[[1.9541,-4.44434,0.641357],174.868]
			,[[2.14795,6.32031,0.0523987],0.694078]
			,[[7.66553,6.34766,0.0288239],348.67]
			,[[12.2217,-4.14258,0.583908],180.542]
			,[[14.905,-4.14063,0.573105],179.523]
			,[[2.55859,-5.71973,3.23984],179.83]
			,[[14.9644,1.29492,2.77942],89.3013]
			,[[12.5244,6.42969,2.50874],359.658]
			,[[14.4575,6.48438,2.49799],3.63687]
			,[[9.79541,-3.98633,3.08884],179.536]
			,[[7.11011,-3.98633,3.09955],179.881]
			,[[2.17676,6.45313,2.54886],1.06]
			,[[-5.76709,6.46387,2.57994],358.758]
			,[[-6.25317,-4.0791,3.15807],188.613]
			,[[-14.3005,-0.904297,3.01689],276.234]
			,[[10.1772,-3.00684,5.53749],181.84]
			,[[11.019,6.13281,5.03464],2.83654]
			,[[-8.4646,1.04297,5.39073],209.951]
			,[[-9.11133,5.99316,5.12283],0.358531]
		],
		// Inside hiding positions (for AIs to hide like assassination targets
		[
			[[-0.9021,4.30273,0.174728],177.081]
			,[[1.37573,3.44629,0.212585],232.496]
			,[[9.14526,3.08496,0.201385],335.882]
			,[[14.2527,-1.2793,0.419495],277.009]
			,[[14.9692,3.30176,2.67],321.771]
			,[[10.0576,-1.13574,2.9321],266.595]
			,[[-0.497314,5.50195,2.6113],181.656]
			,[[2.16968,3.12695,2.73036],96.9578]
			,[[-7.96436,3.62598,2.74367],88.6406]
			,[[-13.0605,1.08203,2.90315],90.6645]
			,[[-2.86792,3.77246,5.21904],101.73]
		],
		// Roof positions for snipers
		[
			[[5.39453,-3.88281,11.3459],140.904]
			,[[-3.19067,-3.86133,11.3793],219.779]
			,[[-3.44727,4.64355,10.9156],323.385]
			,[[5.61279,4.85547,10.8675],42.7248]
		]
	],
	//Building: Land_Shed_wooden
	[
		// Inside combat positions (windows, doors)
		[
			[[-0.837158,0.0917969,0.0900879],268.716]
		],
		// Inside hiding positions (for AIs to hide like assassination targets
		[
			[[2.29785,0.875977,0.0346375],255.714]
			,[[2.42188,-0.850586,0.128586],284.889]
		],
		// Roof positions for snipers
		[
		]
	],
	//Building: Land_Barn_Metal
	[
		// Inside combat positions (windows, doors)
		[
			[[9.65161,-2.7832,0.175598],85.3507]
			,[[-8.75732,-0.801758,0.141159],273.468]
			,[[-2.31567,22.3877,-1.15225],1.2944]
		],
		// Inside hiding positions (for AIs to hide like assassination targets
		[
			[[10.845,21.8613,-1.17635],209.93]
			,[[-9.64014,22.1377,-1.10953],162.612]
			,[[-9.2749,-25.0947,1.47119],25.139]
			,[[10.7896,-24.8682,1.37865],344.211]
			,[[0.749023,-16.7539,0.975128],26.5172]
			,[[1.04858,9.92969,-0.484802],210.637]
		],
		// Roof positions for snipers
		[
			[[-9.67822,-7.10254,11.5359],284.793]
			,[[2.65625,-25.0234,12.466],183.073]
			,[[10.7039,-5.84082,11.3851],93.3882]
			,[[-9.30933,23.0605,9.88545],331.843]
		]
	],
	//Building: Land_sara_domek_zluty
	[
		// Inside combat positions (windows, doors)
		[
			[[3.21631,-0.0859375,0.133102],177.694]
			,[[7.13403,3.16504,-0.0603027],99.126]
			,[[3.26685,3.48828,-0.0622711],3.59272]
			,[[7.05811,-0.46875,0.138672],128.54]
			,[[-3.03711,3.48828,-0.0368347],356.698]
			,[[-6.89355,3.08203,0.00062561],271.808]
			,[[-2.98462,-3.92285,0.367569],183.679]
			,[[-6.91357,-3.47461,0.359131],268.323]
		],
		// Inside hiding positions (for AIs to hide like assassination targets
		[
			[[-0.233643,3.68066,-0.0588684],183.089]
			,[[-7.09424,-0.65625,0.205566],87.1405]
		],
		// Roof positions for snipers
		[
		]
	],
	//Building: Land_stodola_old_open
	[
		// Inside combat positions (windows, doors)
		[
			[[4.70654,-0.295898,0.0346832],88.3828]
			,[[-3.52808,-0.308594,0.0686035],268.992]
		],
		// Inside hiding positions (for AIs to hide like assassination targets
		[
			[[0.371094,9.92578,-0.506653],199.81]
			,[[5.01709,5.87988,3.78915],226.995]
			,[[-2.6145,-10.6436,0.62973],41.0421]
			,[[-2.68164,-8.24707,4.57426],35.23]
		],
		// Roof positions for snipers
		[
		]
	],
	//Building: Land_sara_hasic_zbroj
	[
		// Inside combat positions (windows, doors)
		[
			[[-2.37793,0.43457,0.248749],266.657]
		],
		// Inside hiding positions (for AIs to hide like assassination targets
		[
			[[6.50635,-2.35254,0.365555],282.353]
			,[[6.97021,1.94141,0.128967],259.242]
		],
		// Roof positions for snipers
		[
		]
	],
	//Building: Land_Ind_SawMill
	[
		// Inside combat positions (windows, doors)
		[
		],
		// Inside hiding positions (for AIs to hide like assassination targets
		[
		],
		// Roof positions for snipers
		[
			[[3.15259,14.5508,8.43512],1.73567]
			,[[3.1416,-8.39941,9.69499],178.073]
		]
	],
	//Building: Land_Ind_Quarry
	[
		// Inside combat positions (windows, doors)
		[
		],
		// Inside hiding positions (for AIs to hide like assassination targets
		[
		],
		// Roof positions for snipers
		[
			[[-0.344971,-16.9316,18.1921],177.8]
			,[[-0.372803,16.4473,16.3726],0.478353]
		]
	],
	//Building: Land_Church_02a
	[
		// Inside combat positions (windows, doors)
		[
			[[-11.2383,0.785156,0.0426483],277.697]
		],
		// Inside hiding positions (for AIs to hide like assassination targets
		[
		],
		// Roof positions for snipers
		[
		]
	],
	//Building: Land_Barn_W_02
	[
		// Inside combat positions (windows, doors)
		[
			[[-0.362549,6.60449,0.427582],4.86318]
			,[[4.68994,2.95898,0.605103],103.288]
			,[[-0.384521,-5.83203,1.11209],185.553]
		],
		// Inside hiding positions (for AIs to hide like assassination targets
		[
			[[-5.97852,6.5625,0.452072],138.107]
			,[[4.41724,6.65723,0.405396],205.135]
			,[[4.52856,-6.31836,1.11954],349.305]
			,[[-5.77856,-6.46582,1.16873],47.8075]
		],
		// Roof positions for snipers
		[
			[[-0.87793,6.99609,6.4754],3.72111]
			,[[-0.73877,-6.74121,7.21428],181.192]
		]
	],
	//Building: Land_Nav_Boathouse
	[
		// Inside combat positions (windows, doors)
		[
			[[4.57007,7.59668,1.28682],7.34507]
			,[[-0.0654297,7.63965,1.30798],1.40299]
			,[[5.34595,1.01758,1.64854],93.7746]
			,[[-5.56567,0.822266,1.70276],272.837]
			,[[-2.85376,7.33203,3.92825],1.53014]
			,[[2.58691,7.72266,3.88519],2.8575]
		],
		// Inside hiding positions (for AIs to hide like assassination targets
		[
			[[-5.35669,7.7666,1.32758],125.634]
		],
		// Roof positions for snipers
		[
			[[-3.34448,7.73535,6.22327],334.633]
			,[[3.42993,-4.26758,6.85785],138.154]
		]
	],
	//Building: Land_NAV_Lighthouse
	[
		// Inside combat positions (windows, doors)
		[
			[[-0.192139,-0.439453,1.09238],180.136]
		],
		// Inside hiding positions (for AIs to hide like assassination targets
		[
		],
		// Roof positions for snipers
		[
		]
	],
	//Building: Land_A_Castle_Bergfrit
	[
		// Inside combat positions (windows, doors)
		[
			[[-3.4563,-0.824219,10.5803],268.894]
			,[[-3.43799,6.38477,29.8695],324.686]
			,[[3.9082,6.44043,29.8356],33.0739]
			,[[4.00195,-4.0957,30.4112],90.305]
			,[[-3.40015,-4.39063,30.4583],226.056]
		],
		// Inside hiding positions (for AIs to hide like assassination targets
		[
			[[2.51685,-3.56055,10.6674],294.16]
			,[[1.4436,2.47461,10.3416],214.768]
			,[[-2.04907,5.0625,21.8346],175.297]
			,[[1.61133,-2.60547,22.2395],326.078]
			,[[2.90088,4.95117,21.8212],216.661]
		],
		// Roof positions for snipers
		[
		]
	],
	//Building: Land_A_Castle_Gate
	[
		// Inside combat positions (windows, doors)
		[
			[[-0.54541,3.30859,0.188995],6.78414]
			,[[-0.475586,-4.13086,0.57048],179.25]
			,[[4.49268,-2.33789,0.631165],273.286]
		],
		// Inside hiding positions (for AIs to hide like assassination targets
		[
			[[8.07642,3.99121,0.400177],225.303]
			,[[7.27734,0.137695,0.515076],286.51]
			,[[4.13599,4.0918,0.281113],181.786]
		],
		// Roof positions for snipers
		[
		]
	],
	//Building: Land_A_TVTower_Base
	[
		// Inside combat positions (windows, doors)
		[
			[[4.2229,-1.55566,0.61264],91.0756]
		],
		// Inside hiding positions (for AIs to hide like assassination targets
		[
			[[-2.32959,-1.70703,0.647095],89.805]
			,[[-2.5083,0.791016,0.511261],181.024]
		],
		// Roof positions for snipers
		[
		]
	],
	//Building: Land_Mil_House
	[
		// Inside combat positions (windows, doors)
		[
		],
		// Inside hiding positions (for AIs to hide like assassination targets
		[
		],
		// Roof positions for snipers
		[
			[[-0.180664,5.25293,8.92485],39.7503]
			,[[-15.0715,4.49219,8.65724],313.388]
			,[[-15.6826,-7.06445,9.28773],225.468]
			,[[-0.199219,-7.61621,9.75032],139.257]
		]
	],
	//Building: Barrack2
	[
		// Inside combat positions (windows, doors)
		[
			[[-0.110352,-3.34277,0.534027],184.969]
		],
		// Inside hiding positions (for AIs to hide like assassination targets
		[
			[[-0.794434,5.48828,0.539215],184.493]
			,[[-1.93213,-1.67969,0.535004],132.723]
		],
		// Roof positions for snipers
		[
		]
	],
	//Building: Camp
	[
		// Inside combat positions (windows, doors)
		[
			[[0.345703,1.72656,0.00143433],6.78118]
		],
		// Inside hiding positions (for AIs to hide like assassination targets
		[
			[[0.344238,-1.23242,0.00143433],4.90949]
		],
		// Roof positions for snipers
		[
		]
	],
	//Building: Land_tent_east
	[
		// Inside combat positions (windows, doors)
		[
			[[4.60498,0.178711,0.0178833],103.235]
			,[[-4.61377,-0.107422,0.0178833],269.996]
		],
		// Inside hiding positions (for AIs to hide like assassination targets
		[
			[[-0.807129,-1.94629,0.0178833],67.3783]
			,[[1.0415,1.88086,0.0178833],243.361]
		],
		// Roof positions for snipers
		[
		]
	],
	//Building: RU_WarfareBBarracks
	[
		// Inside combat positions (windows, doors)
		[
			[[-5.87744,-3.54395,0.406616],229.315]
			,[[-5.74561,4.32031,0.151611],324.355]
			,[[4.54395,4.25586,0.33316],50.574]
			,[[4.05225,-0.201172,0.286469],86.6838]
			,[[-5.03223,0.0830078,0.228119],270.604]
		],
		// Inside hiding positions (for AIs to hide like assassination targets
		[
			[[-0.95752,-1.20313,0.289032],35.6296]
			,[[1.10156,1.19238,0.308014],208.113]
		],
		// Roof positions for snipers
		[
		]
	],
	//Building: USMC_WarfareBBarracks
	[
		// Inside combat positions (windows, doors)
		[
			[[5.45703,-6.94336,0.205078],174.756]
			,[[4.40918,0.304688,0.228668],46.2436]
			,[[1.17432,7.13965,0.0597534],342.058]
			,[[0.955566,1.75293,0.291443],359.021]
			,[[-4.18115,-5.90723,0.291443],267.647]
		],
		// Inside hiding positions (for AIs to hide like assassination targets
		[
			[[0,-1.31445,0.291443],263.258]
			,[[1.65674,-3.09277,0.291443],332.208]
		],
		// Roof positions for snipers
		[
		]
	],
	//Building: CampEast
	[
		// Inside combat positions (windows, doors)
		[
			[[-0.0888672,-3.46484,0.0414429],177.187]
		],
		// Inside hiding positions (for AIs to hide like assassination targets
		[
			[[-1.49902,1.00488,0.0414429],162.096]
			,[[1.66602,0.515625,0.0414429],204.528]
		],
		// Roof positions for snipers
		[
		]
	],
	//Building: Land_fortified_nest_big
	[
		// Inside combat positions (windows, doors)
		[
			[[-2.57324,2.78516,0.179779],1.52429]
			,[[0.604004,3.00684,0.179779],359.613]
			,[[3.66211,-2.91406,0.179779],109.654]
			,[[-3.44385,-3.66211,0.179779],251.505]
		],
		// Inside hiding positions (for AIs to hide like assassination targets
		[
			[[0.523438,1.08789,0.179779],100.809]
			,[[-0.788086,1.05664,0.179779],237.481]
		],
		// Roof positions for snipers
		[
		]
	],
	//Building: Land_fortified_nest_small
	[
		// Inside combat positions (windows, doors)
		[
			[[0.130859,-0.34082,0.00143433],189.356]
		],
		// Inside hiding positions (for AIs to hide like assassination targets
		[
		],
		// Roof positions for snipers
		[
		]
	],
	//Building: Land_Fort_Watchtower
	[
		// Inside combat positions (windows, doors)
		[
			[[1.07178,1.18457,0.00143433],86.3555]
			,[[-0.744629,-2.18652,2.78143],268.835]
		],
		// Inside hiding positions (for AIs to hide like assassination targets
		[
			[[-0.959961,-2.1709,0.00143433],34.9569]
			,[[-0.195801,2.69727,0.00143433],135.491]
		],
		// Roof positions for snipers
		[
			[[0.0742188,0.946289,2.78143],41.2577]
		]
	],
	//Building: USMC_WarfareBAntiAirRadar
	[
		// Inside combat positions (windows, doors)
		[
			[[-1.16064,-1.90039,0.251434],169.527]
			,[[-5.53711,4.48926,0.250214],4.45333]
		],
		// Inside hiding positions (for AIs to hide like assassination targets
		[
		],
		// Roof positions for snipers
		[
		]
	],
	//Building: WarfareBAirport
	[
		// Inside combat positions (windows, doors)
		[
			[[9.22217,-19.4756,0.0821838],183.993]
			,[[-9.20117,-19.6943,0.0821838],150.598]
		],
		// Inside hiding positions (for AIs to hide like assassination targets
		[
			[[-10.3062,-6.73438,0.0821838],137.124]
			,[[-9.70068,12.3994,0.0821838],177.804]
			,[[9.58643,12.1963,0.0821838],191.379]
			,[[8.30811,-7.74219,0.0821838],182.092]
		],
		// Roof positions for snipers
		[
			[[0.00195313,-19.7578,12.6113],176.761]
		]
	],
	//Building: Fort_Barracks_USMC
	[
		// Inside combat positions (windows, doors)
		[
			[[5.86768,-5.82422,0.199097],146.059]
			,[[-4.10645,-6.12012,0.291443],275.577]
			,[[0.862305,7.05859,0.0890503],26.9569]
		],
		// Inside hiding positions (for AIs to hide like assassination targets
		[
			[[0.0751953,-1.02539,0.291443],282.055]
			,[[1.84912,-3.65039,0.291443],308.241]
		],
		// Roof positions for snipers
		[
		]
	],
	//Building: WarfareBCamp
	[
		// Inside combat positions (windows, doors)
		[
			[[-3.62646,-4.72949,0.160095],247.574]
			,[[3.70215,-4.70898,0.159698],121.522]
			,[[1.01221,2.6416,0.288727],10.4477]
			,[[-1.41211,2.87891,0.285583],358.357]
		],
		// Inside hiding positions (for AIs to hide like assassination targets
		[
			[[3.30029,0.0283203,0.340942],312.586]
			,[[-2.73096,-0.181641,0.340942],7.75619]
		],
		// Roof positions for snipers
		[
		]
	],
	//Building: Gue_WarfareBBarracks
	[
		// Inside combat positions (windows, doors)
		[
			[[2.81445,-4.9541,0.342041],177.525]
			,[[4.43018,-0.411133,0.297546],107.162]
			,[[-5.52734,-2.73438,0.341888],261.765]
			,[[-5.60498,4.41016,0.14682],327.039]
		],
		// Inside hiding positions (for AIs to hide like assassination targets
		[
			[[-0.709473,-1.28418,0.290497],9.36328]
			,[[-2.12793,1.39453,0.319458],197.076]
			,[[-2.68066,-1.12891,0.269775],23.8585]
		],
		// Roof positions for snipers
		[
		]
	],
	//Building: CDF_WarfareBBarracks
	[
		// Inside combat positions (windows, doors)
		[
			[[3.05176,-4.42188,0.329132],180.042]
			,[[5.12549,-0.191406,0.245514],99.4624]
			,[[-5.49512,-3.6084,0.398102],238.191]
			,[[-5.33984,3.78711,0.134033],332.978]
		],
		// Inside hiding positions (for AIs to hide like assassination targets
		[
			[[1.01514,-1.62695,0.304932],22.0191]
			,[[2.08643,0.921875,0.306122],273.959]
			,[[-2.33691,1.20508,0.316223],226.181]
		],
		// Roof positions for snipers
		[
		]
	],
	//Building: Ins_WarfareBBarracks
	[
		// Inside combat positions (windows, doors)
		[
			[[-3.54297,-4.08691,0.34024],233.649]
			,[[-4.42773,0.0986328,0.271149],269.168]
			,[[5.55957,-3.66504,0.242065],135.955]
			,[[4.20068,6.03027,0.353973],52.58]
		],
		// Inside hiding positions (for AIs to hide like assassination targets
		[
			[[-1.96094,1.27734,0.318726],242.609]
			,[[0.956055,-1.18457,0.312286],60.9918]
			,[[2.22266,0.919922,0.307007],150.278]
		],
		// Roof positions for snipers
		[
		]
	],
	//Building: WarfareBDepot
	[
		// Inside combat positions (windows, doors)
		[
			[[-6.13867,9.57715,0.303955],320.588]
			,[[5.87646,9.50977,0.303467],68.0509]
			,[[-4.30859,6.10059,0.519073],336.707]
			,[[-6.54639,-0.916992,0.955353],275.378]
			,[[-0.854004,-6.03125,0.955353],186.118]
			,[[4.99902,-0.758789,0.955353],87.2576]
			,[[-3.32813,-1.6377,0.519073],350.855]
			,[[-6.62451,-8.53906,0.303528],234.353]
			,[[5.38086,-9.05273,0.297729],108.134]
			,[[5.32813,4.47168,2.98697],66.8925]
			,[[-6.66309,5.0293,2.98697],275.784]
			,[[-6.62354,-5.28516,2.98697],252.669]
			,[[5.35156,-5.36426,2.98697],151.608]
		],
		// Inside hiding positions (for AIs to hide like assassination targets
		[
			[[-0.73877,-1.00586,0.519073],106.939]
			,[[1.81299,2.00293,0.519073],5.87628]
			,[[-3.64111,1.54492,2.98697],259.484]
			,[[2.15723,1.2373,2.98697],108.353]
		],
		// Roof positions for snipers
		[
		]
	],
	//Building: CDF_WarfareBFieldhHospital
	[
		// Inside combat positions (windows, doors)
		[
			[[-4.36279,0.276367,0.10144],264.322]
			,[[4.45557,0.317383,0.10144],95.1637]
		],
		// Inside hiding positions (for AIs to hide like assassination targets
		[
			[[0.831055,0.901367,0.10144],251.491]
			,[[-2.28613,1.06543,0.10144],240.659]
		],
		// Roof positions for snipers
		[
		]
	],
	//Building: GUE_WarfareBFieldhHospital
	[
		// Inside combat positions (windows, doors)
		[
			[[-4.23779,0.255859,0.10144],271.938]
			,[[4.35986,0.28125,0.10144],93.4887]
		],
		// Inside hiding positions (for AIs to hide like assassination targets
		[
			[[1.99023,-1.3252,0.10144],310.836]
			,[[-1.73486,1.49023,0.10144],300.738]
		],
		// Roof positions for snipers
		[
		]
	],
	//Building: INS_WarfareBFieldhHospital
	[
		// Inside combat positions (windows, doors)
		[
			[[-4.34912,0.0605469,0.10144],277.844]
			,[[4.13623,0.37207,0.10144],98.2669]
		],
		// Inside hiding positions (for AIs to hide like assassination targets
		[
			[[2.54492,-1.23438,0.10144],42.0085]
			,[[-1.7749,1.51172,0.10144],159.596]
		],
		// Roof positions for snipers
		[
		]
	],
	//Building: RU_WarfareBFieldhHospital
	[
		// Inside combat positions (windows, doors)
		[
			[[-4.3374,0.0576172,0.10144],265.84]
			,[[4.70459,0.222656,0.10144],95.6278]
		],
		// Inside hiding positions (for AIs to hide like assassination targets
		[
			[[2.18945,-0.512695,0.10144],42.815]
			,[[-1.75635,1.49902,0.10144],223.762]
		],
		// Roof positions for snipers
		[
		]
	],
	//Building: USMC_WarfareBFieldhHospital
	[
		// Inside combat positions (windows, doors)
		[
			[[-2.70898,6.4502,0.0915222],276.079]
			,[[4.60596,-3.18457,0.0926819],96.0005]
			,[[-4.47266,-4.83496,0.092041],273.257]
		],
		// Inside hiding positions (for AIs to hide like assassination targets
		[
			[[2.43213,-5.33789,0.0924683],136.894]
			,[[0.877441,0.803711,0.0921326],271.334]
			,[[0.680176,5.33301,0.0924683],9.02689]
			,[[3.34717,1.05566,0.0926208],196.707]
		],
		// Roof positions for snipers
		[
		]
	],
	//Building: BMP2_HQ_CDF_unfolded
	[
		// Inside combat positions (windows, doors)
		[
			[[-4.04932,2.65527,0.251434],4.4892]
			,[[-3.65088,-3.66016,0.251434],174.761]
		],
		// Inside hiding positions (for AIs to hide like assassination targets
		[
		],
		// Roof positions for snipers
		[
		]
	],
	//Building: BRDM2_HQ_Gue_unfolded
	[
		// Inside combat positions (windows, doors)
		[
			[[-3.33252,2.49219,0.251434],351.627]
			,[[-2.88135,-3.22656,0.251434],170.723]
		],
		// Inside hiding positions (for AIs to hide like assassination targets
		[
		],
		// Roof positions for snipers
		[
		]
	],
	//Building: BMP2_HQ_INS_unfolded
	[
		// Inside combat positions (windows, doors)
		[
			[[-3.14795,2.83105,0.251434],356.068]
			,[[-3.48584,-3.05176,0.251434],178.201]
		],
		// Inside hiding positions (for AIs to hide like assassination targets
		[
		],
		// Roof positions for snipers
		[
		]
	],
	//Building: BTR90_HQ_unfolded
	[
		// Inside combat positions (windows, doors)
		[
			[[-3.14307,3.20508,0.251434],354.548]
			,[[-3.7251,-3.47559,0.251434],176.734]
		],
		// Inside hiding positions (for AIs to hide like assassination targets
		[
		],
		// Roof positions for snipers
		[
		]
	],
	//Building: LAV25_HQ_unfolded
	[
		// Inside combat positions (windows, doors)
		[
			[[-2.85059,2.52051,0.232452],349.051]
			,[[-3.24463,-2.00488,0.232452],171.919]
		],
		// Inside hiding positions (for AIs to hide like assassination targets
		[
		],
		// Roof positions for snipers
		[
		]
	],
	//Building: Land_House_C_5_V3_EP1
	[
		// Inside combat positions (windows, doors)
		[
			[[-2.84619,-0.547363,0.326439],353.872]
			,[[-3.67432,1.72363,0.326439],276.72]
			,[[-2.93555,3.02051,0.326439],6.43178]
			,[[3.95947,3.39844,0.326439],96.7216]
			,[[0.402832,-0.304199,3.00861],106.177]
			,[[-0.363281,3.08154,3.21844],267.756]
			,[[-4.1377,0.98291,2.97144],276.799]
		],
		// Inside hiding positions (for AIs to hide like assassination targets
		[
			[[-1.17236,-0.444336,0.378797],267.278]
			,[[1.91748,1.91553,0.326439],62.0695]
			,[[-3.79785,-4.28955,3.10526],89.2183]
			,[[3.66553,4.6499,3.3144],233.966]
		],
		// Roof positions for snipers
		[
			[[-0.598145,3.13867,5.80143],247.369]
		]
	],
	//Building: Land_House_K_7_EP1
	[
		// Inside combat positions (windows, doors)
		[
			[[-0.638184,4.22803,0.289505],98.7531]
			,[[-7.55713,1.19873,0.798869],188.16]
			,[[-0.140137,1.03076,3.7982],92.8095]
			,[[-7.03027,1.46191,3.7982],273.188]
		],
		// Inside hiding positions (for AIs to hide like assassination targets
		[
			[[-0.727051,1.34521,0.289505],306.911]
			,[[-3.70801,4.46924,3.83555],153.276]
		],
		// Roof positions for snipers
		[
			[[-7.48828,2.23389,7.03592],275.889]
		]
	],
	//Building: Land_House_K_8_EP1
	[
		// Inside combat positions (windows, doors)
		[
			[[-0.702637,-1.78467,0.361749],182.746]
			,[[1.31982,3.67871,0.316091],7.61451]
			,[[-2.84131,-0.44873,0.365685],269.857]
			,[[3.08252,3.87061,3.16718],98.1951]
			,[[-4.07813,3.27881,3.06701],270.119]
			,[[-1.84326,5.00879,3.27495],15.3536]
			,[[2.69189,3.38574,6.27239],96.8695]
			,[[-2.27344,-0.802734,6.27239],90.2006]
		],
		// Inside hiding positions (for AIs to hide like assassination targets
		[
			[[-2.21436,2.68359,0.327924],171.355]
			,[[2.97217,-3.36816,0.351684],327.849]
		],
		// Roof positions for snipers
		[
			[[-1.38428,-0.481445,9.1867],181.486]
		]
	],
	//Building: Land_House_C_11_EP1
	[
		// Inside combat positions (windows, doors)
		[
			[[-3.18945,2.49658,0.0188828],272.168]
			,[[-3.30469,-4.64355,-0.00930119],1.21686]
			,[[4.1709,2.26465,0.373939],272.211]
			,[[-4.85449,-4.02686,2.77144],245.238]
			,[[7.2207,-3.75977,3.43144],100.061]
		],
		// Inside hiding positions (for AIs to hide like assassination targets
		[
			[[7.00049,-4.15527,0.438605],302.817]
			,[[6.37793,3.9292,3.43144],203.056]
		],
		// Roof positions for snipers
		[
			[[5.61865,1.93506,6.53144],120.531]
		]
	],
	//Building: Land_House_K_3_EP1
	[
		// Inside combat positions (windows, doors)
		[
			[[2.04736,5.36377,0.64408],97.5072]
			,[[-4.86914,-2.04102,0.386435],184.708]
			,[[-4.44189,1.97266,0.378254],180.819]
			,[[-2.06787,6.20557,3.70644],176.668]
			,[[2.18018,1.41064,4.17144],141.739]
			,[[-1.87939,0.840332,4.17144],266.872]
		],
		// Inside hiding positions (for AIs to hide like assassination targets
		[
			[[1.69238,-2.00537,0.438706],275.154]
			,[[-2.21191,5.9707,0.64408],141.549]
		],
		// Roof positions for snipers
		[
		]
	],
	//Building: land_posed
	[
		// Inside combat positions (windows, doors)
		[
		],
		// Inside hiding positions (for AIs to hide like assassination targets
		[
		],
		// Roof positions for snipers
		[
			[[0.0317383,0.470703,4.02423],3.22707]
		]
	],
	//Building: land_army_hut2_int
	[
		// Inside combat positions (windows, doors)
		[
			[[-0.17041,-3.07031,0.825416],272.042]
		],
		// Inside hiding positions (for AIs to hide like assassination targets
		[
			[[-0.23291,0.827637,0.825416],105.268]
		],
		// Roof positions for snipers
		[
		]
	],
	//Building: Land_House_C_9_EP1
	[
		// Inside combat positions (windows, doors)
		[
			[[-2.48145,-3.09521,0.262494],230.181]
			,[[3.64697,1.0708,0.259394],238.044]
			,[[-2.53662,5.12842,0.25855],187.535]
			,[[2.66797,5.83984,0.258105],95.1223]
			,[[5.6084,-4.16113,1.10059],275.166]
			,[[4.91406,2.02979,3.85538],182.781]
			,[[-3.82861,-4.14746,3.85538],229.922]
			,[[3.61279,-4.97656,6.59111],88.0954]
			,[[-4.10547,-3.79639,6.59444],228.749]
		],
		// Inside hiding positions (for AIs to hide like assassination targets
		[
			[[5.81982,-0.45166,0.258578],278.334]
			,[[1.38818,4.79395,3.85538],245.421]
			,[[4.62305,-5.2251,3.85538],285.017]
		],
		// Roof positions for snipers
		[
			[[3.94189,-2.48584,9.1942],211.318]
		]
	],
	//Building: Land_House_C_1_v2_EP1
	[
		// Inside combat positions (windows, doors)
		[
			[[-6.21387,-0.790039,0.0978899],181.181]
			,[[-7.54102,2.15283,0.0978899],3.41803]
			,[[-3.6875,2.85156,0.0978899],93.0878]
			,[[3.06934,2.56152,0.0978899],182.291]
			,[[6.27832,-1.19678,0.0978899],175.833]
			,[[-1.57764,-0.364746,4.64427],190.464]
		],
		// Inside hiding positions (for AIs to hide like assassination targets
		[
		],
		// Roof positions for snipers
		[
			[[0.22168,-2.53564,4.67204],182.111]
			,[[0.421387,2.68604,4.65614],355.012]
		]
	],
	//Building: Land_House_C_3_EP1
	[
		// Inside combat positions (windows, doors)
		[
			[[4.45898,3.24072,0.0958834],2.18863]
			,[[6.56494,-2.10938,0.0958834],177.648]
			,[[7.67627,3.0415,0.0958834],214.023]
			,[[6.88477,-3.14063,3.51742],6.82794]
			,[[-0.449219,-2.91406,5.94866],183.919]
			,[[-6.74561,-3.04102,4.58685],187.14]
			,[[4.07178,-3.23682,8.08235],187.962]
			,[[-1.30078,-3.52979,9.03655],183.732]
		],
		// Inside hiding positions (for AIs to hide like assassination targets
		[
			[[4.2915,3.46045,3.48097],153.15]
			,[[-8.21045,-0.675781,4.58685],76.218]
		],
		// Roof positions for snipers
		[
			[[3.35596,-0.00244141,10.4244],182.81]
		]
	],
	//Building: Land_House_C_10_EP1
	[
		// Inside combat positions (windows, doors)
		[
			[[-0.745605,5.88818,0.086586],183.554]
			,[[-3.30762,6.76514,0.0887594],127.892]
			,[[1.99609,-1.80273,0.0775547],2.3801]
			,[[2.56738,-8.56104,0.0731754],94.7219]
			,[[-1.29639,-7.30029,0.0607052],275.312]
			,[[-1.34766,-2.64502,0.0654678],279.138]
			,[[-5.07715,-8.49219,3.70161],267.145]
			,[[3.9541,2.44189,3.38865],94.3479]
			,[[-5.06494,5.46631,3.7035],271.104]
			,[[0.507324,9.01563,5.39074],107.876]
			,[[0.386719,5.57471,6.72939],182.729]
			,[[4.43262,0.90625,6.72939],94.084]
			,[[4.58105,-4.85303,2.02874],81.2961]
			,[[-2.24756,2.82227,0.0789928],275.209]
		],
		// Inside hiding positions (for AIs to hide like assassination targets
		[
			[[2.65674,7.44336,0.0904226],253.743]
			,[[0.741211,-2.86523,3.38805],234.876]
			,[[-1.32617,8.1626,3.3892],193.98]
		],
		// Roof positions for snipers
		[
			[[2.32715,5.53369,9.48509],87.0016]
		]
	],
	//Building: Land_House_C_5_EP1
	[
		// Inside combat positions (windows, doors)
		[
			[[3.73535,3.49805,0.326439],95.8025]
			,[[-3.86719,-3.84375,0.326439],272.769]
			,[[-2.80811,3.64404,0.326439],6.20697]
		],
		// Inside hiding positions (for AIs to hide like assassination targets
		[
			[[3.78711,1.25684,0.326439],311.052]
			,[[-0.620117,-0.173828,0.378797],276.234]
		],
		// Roof positions for snipers
		[
		]
	],
	//Building: Land_tovarna1
	[
		// Inside combat positions (windows, doors)
		[
			[[12.3809,-1.74902,4.2233],179.316]
			,[[3.8877,-2.23877,8.16854],89.719]
			,[[1.82666,-7.60596,7.97944],182.803]
			,[[-4.09668,2.88135,7.97944],2.67552]
			,[[-11.3154,-2.37939,7.97944],271.052]
			,[[0.0576172,-2.35059,10.6294],92.2352]
			,[[-11.4121,-7.81348,10.9936],195.478]
			,[[3.48242,3.33594,10.9946],57.1921]
			,[[-9.6001,-7.86377,7.97944],182.65]
			,[[-7.56006,3.44043,5.47936],180.524]
			,[[-2.14941,5.1167,5.47936],359.433]
			,[[-0.169434,-8.03711,5.47936],183.634]
			,[[-9.65625,-7.2793,5.47936],7.20774]
			,[[-11.5903,1.41162,0.0628519],274.154]
			,[[-1.44824,-7.86719,0.0450525],182.301]
			,[[-4.04102,7.91016,0.0450525],6.20989]
			,[[1.68018,5.74463,0.0450525],359.758]
		],
		// Inside hiding positions (for AIs to hide like assassination targets
		[
			[[-3.85156,-4.22217,7.97944],5.67681]
			,[[2.17139,0.0170898,0.0450525],265.92]
			,[[-11.167,5.87793,0.0450525],91.7992]
		],
		// Roof positions for snipers
		[
		]
	],
	//Building: Land_MBG_ApartmentsTwo_G
	[
		// Inside combat positions (windows, doors)
		[
		],
		// Inside hiding positions (for AIs to hide like assassination targets
		[
		],
		// Roof positions for snipers
		[
			[[-0.00195313,-0.116699,14.7615],275.278]
		]
	],
	//Building: Land_House_C_1_EP1
	[
		// Inside combat positions (windows, doors)
		[
			[[-3.21143,-3.19189,0.0978909],178.306]
			,[[-7.60645,1.40088,0.0978909],1.60685]
			,[[-2.86035,1.25977,0.0978909],91.3143]
			,[[3.34424,1.05957,0.0978899],269.271]
			,[[6.67188,-3.42432,0.0978909],187.175]
			,[[7.52051,1.15674,0.0978899],8.36259]
			,[[-1.34863,-1.64111,4.64528],183.808]
		],
		// Inside hiding positions (for AIs to hide like assassination targets
		[
		],
		// Roof positions for snipers
		[
			[[2.04443,-5.125,4.69893],186.266]
			,[[-1.71924,1.59668,4.62672],335.186]
		]
	],
	//Building: Land_MBG_ApartmentsTwo_B
	[
		// Inside combat positions (windows, doors)
		[
		],
		// Inside hiding positions (for AIs to hide like assassination targets
		[
		],
		// Roof positions for snipers
		[
			[[-0.114746,0.30127,14.6741],181.71]
		]
	],
	//Building: land_army_hut_int
	[
		// Inside combat positions (windows, doors)
		[
			[[-0.71875,-5.96094,0.825416],268.695]
			,[[0.348145,4.07666,0.772776],3.12888]
		],
		// Inside hiding positions (for AIs to hide like assassination targets
		[
			[[1.05469,-2.63428,0.825416],344.337]
		],
		// Roof positions for snipers
		[
		]
	],
	//Building: land_hut02
	[
		// Inside combat positions (windows, doors)
		[
			[[0.838867,-0.593262,0.888769],182.877]
		],
		// Inside hiding positions (for AIs to hide like assassination targets
		[
			[[-0.220215,2.6377,0.888769],162.886]
		],
		// Roof positions for snipers
		[
		]
	],
	//Building: Land_House_L_9_EP1
	[
		// Inside combat positions (windows, doors)
		[
			[[1.32715,-0.00195313,0.0927038],178.4]
			,[[-2.17334,0.332031,0.157383],240.653]
		],
		// Inside hiding positions (for AIs to hide like assassination targets
		[
		],
		// Roof positions for snipers
		[
		]
	],
	//Building: Land_army_hut3_long_int
	[
		// Inside combat positions (windows, doors)
		[
			[[1.19482,3.28613,0.825416],99.4585]
			,[[0.953613,0.248535,0.825416],89.8131]
			,[[1.08887,-4.9043,0.825416],92.6402]
		],
		// Inside hiding positions (for AIs to hide like assassination targets
		[
			[[-2.42236,3.93652,0.825416],97.949]
			,[[0.285156,-1.96436,0.825416],25.5724]
			,[[-2.91211,0.75293,0.825416],109.03]
		],
		// Roof positions for snipers
		[
		]
	],
	//Building: Land_House_C_4_EP1
	[
		// Inside combat positions (windows, doors)
		[
			[[-4.63818,3.99854,0.576439],7.73401]
			,[[-5.09668,-1.95361,0.576439],94.3848]
			,[[1.60693,-3.13184,0.576439],183.315]
			,[[-1.20313,3.79102,1.07139],162.099]
			,[[2.16992,2.36523,0.576439],181.399]
			,[[5.10889,4.07861,3.82079],3.83289]
			,[[1.56348,-5.21631,3.78138],186.162]
			,[[-3.12646,-2.03125,3.70943],268.164]
			,[[-4.94043,2.36719,3.71105],196.562]
			,[[-1.65576,4.53271,6.23799],250.753]
			,[[-5.19189,2.35938,6.83977],275.158]
			,[[5.14648,-5.38818,6.87154],154.741]
			,[[-3.1543,-5.72607,6.87237],195.825]
		],
		// Inside hiding positions (for AIs to hide like assassination targets
		[
			[[-5.38135,1.30469,0.576439],31.9576]
			,[[5.09424,0.338379,0.576439],257.715]
			,[[3.95215,-2.33984,3.7078],284.121]
		],
		// Roof positions for snipers
		[
			[[-1.71484,2.55859,9.29087],182.839]
		]
	],
	//Building: Land_army_hut_storrage
	[
		// Inside combat positions (windows, doors)
		[
			[[1.38379,-3.56445,0.00792599],274.465]
			,[[1.27734,3.43311,-0.0383177],270.216]
		],
		// Inside hiding positions (for AIs to hide like assassination targets
		[
		],
		// Roof positions for snipers
		[
		]
	],
	//Building: Land_House_L_8_EP1
	[
		// Inside combat positions (windows, doors)
		[
			[[-2.97852,0.862793,0.974479],271.174]
			,[[-3.17334,2.49023,0.959466],274.237]
			,[[1.05566,5.62891,0.923585],0.892283]
			,[[4.22559,0.51123,0.904159],186.048]
			,[[-1.72412,-2.1665,0.423155],88.896]
			,[[4.80127,3.40088,3.72644],188.884]
			,[[3.48486,5.97803,3.71823],4.46568]
			,[[-0.636719,0.798828,3.65826],137.861]
			,[[-4.07471,-5.54688,3.31144],195.535]
		],
		// Inside hiding positions (for AIs to hide like assassination targets
		[
			[[-2.94238,5.44238,1.02298],135.805]
			,[[4.6084,3.90527,1.21644],141.93]
		],
		// Roof positions for snipers
		[
		]
	],
	//Building: Land_MBG_Police_Station
	[
		// Inside combat positions (windows, doors)
		[
			[[3.0791,6.18994,0.101439],2.4785]
			,[[5.63477,-6.50488,0.101439],182.138]
			,[[10.9531,-5.66162,0.101439],93.583]
			,[[-3.33691,-6.70801,0.101439],189.57]
			,[[10.5796,1.57275,0.101439],92.5718]
			,[[-4.47168,3.50635,0.101439],175.138]
			,[[-10.1353,0.714844,0.101439],173.98]
			,[[-9.12549,-5.63818,0.101439],185.303]
			,[[1.52002,6.99121,3.34144],6.2789]
			,[[9.79102,6.41211,3.40144],3.26459]
			,[[9.21143,-5.41797,3.40144],189.677]
			,[[-8.93896,-5.23535,3.30144],277.736]
			,[[4.70703,-2.36719,3.40144],183.024]
			,[[-4.4209,0.67334,3.40144],90.6279]
			,[[-5.63232,5.1626,3.40144],113.12]
		],
		// Inside hiding positions (for AIs to hide like assassination targets
		[
			[[5.94678,-0.721191,0.101439],9.37937]
			,[[5.9624,6.57617,0.101439],317.067]
			,[[-5.05078,6.07666,0.101439],157.79]
			,[[-1.44189,3.40625,0.101439],327.893]
			,[[6.76367,0.69043,3.40144],107.629]
			,[[-6.65625,-1.54199,3.40144],107.776]
			,[[2.00928,-1.60303,3.40144],266.694]
			,[[-1.98047,4.31836,3.40144],253.677]
		],
		// Roof positions for snipers
		[
			[[-6.44043,-7.0542,7.10144],224.908]
			,[[10.1836,-7.1958,7.10144],96.6744]
			,[[11.2148,6.73291,6.60144],3.96154]
			,[[-6.20947,7.28223,6.60144],270.924]
		]
	],
	//Building: Land_ibrPanelak2
	[
		// Inside combat positions (windows, doors)
		[
			[[0.638672,1.74854,0.554365],6.77386]
			,[[0.140137,-3.0127,1.84778],357.505]
			,[[0.601074,2.85156,3.10501],1.13054]
			,[[0.059082,-3.37646,4.5478],4.06973]
			,[[0.422852,2.30615,5.80502],2.1552]
			,[[-0.452637,-2.78711,9.91303],4.72991]
			,[[3.09229,2.56201,9.91303],5.29686]
			,[[3.18701,-6.78223,9.91303],181.312]
			,[[6.68701,-5.94043,9.91303],179.421]
		],
		// Inside hiding positions (for AIs to hide like assassination targets
		[
			[[4.75537,-2.76758,9.91303],17.971]
		],
		// Roof positions for snipers
		[
			[[6.85352,2.95117,12.8022],44.4442]
			,[[-6.9585,-7.30615,12.8022],231.496]
		]
	],
	//Building: LAND_ibr_bank
	[
		// Inside combat positions (windows, doors)
		[
			[[10.1548,1.79443,1.00242],90.84]
			,[[5.90039,10.6934,1.00242],3.97589]
			,[[-6.13672,10.7754,1.00242],4.42255]
			,[[-8.03906,2.02832,1.00242],265.872]
			,[[-6.0835,-9.7124,1.00242],185.027]
			,[[-8.83008,-5.24365,1.00242],278.432]
			,[[-4.09229,0.0961914,1.00242],94.5859]
			,[[-4.5249,-5.7666,1.00242],90.7519]
			,[[-9.18799,-9.38428,1.00242],56.1134]
			,[[-8.76416,10.8613,1.00242],130.112]
			,[[8.91357,9.91895,1.00242],192.714]
		],
		// Inside hiding positions (for AIs to hide like assassination targets
		[
		],
		// Roof positions for snipers
		[
		]
	],
	//Building: Land_House_L_7_EP1
	[
		// Inside combat positions (windows, doors)
		[
			[[0.798828,3.4751,0.826686],9.98857]
			,[[5.34375,-0.702637,0.922329],93.1913]
			,[[-5.29199,-2.96484,0.229532],95.9204]
			,[[0.369141,-3.45947,0.074192],97.3169]
		],
		// Inside hiding positions (for AIs to hide like assassination targets
		[
			[[4.44531,2.87012,0.901734],236.442]
			,[[-5.06934,1.50146,0.436697],298.021]
			,[[-3.26025,-5.86279,0.156927],8.41667]
		],
		// Roof positions for snipers
		[
		]
	],
	//Building: Land_House_L_3_EP1
	[
		// Inside combat positions (windows, doors)
		[
			[[2.73682,0.615723,2.57337],127.814]
			,[[-5.2417,1.44482,3.05084],264.278]
			,[[2.01025,0.268555,0.181108],171.464]
			,[[-3.08643,0.352051,0.151693],173.137]
		],
		// Inside hiding positions (for AIs to hide like assassination targets
		[
			[[-5.18506,2.29346,0.176057],167.333]
		],
		// Roof positions for snipers
		[
		]
	],
	//Building: Land_House_C_2_EP1
	[
		// Inside combat positions (windows, doors)
		[
			[[-3.3623,-1.38379,0.141744],186.982]
			,[[-2.75537,2.88477,0.156379],7.22502]
			,[[4.82275,3.34814,0.119214],11.203]
			,[[3.125,-0.79541,0.119214],180.717]
			,[[0.297852,-0.824707,0.119215],179.157]
			,[[-0.123047,-6.28076,3.25424],258.818]
			,[[-0.13916,-1.39551,3.22661],187.538]
			,[[-0.0512695,3.44141,3.19641],95.034]
			,[[5.84082,3.24316,3.19641],332.092]
			,[[-3.46924,3.44922,2.97941],7.42925]
			,[[5.82422,-4.63672,3.23616],171.291]
		],
		// Inside hiding positions (for AIs to hide like assassination targets
		[
			[[-3.56982,-0.050293,2.97941],82.9944]
		],
		// Roof positions for snipers
		[
			[[-0.777832,-4.91943,6.28634],201.963]
			,[[5.80664,3.5791,6.28634],1.21597]
		]
	],
	//Building: Land_House_L_4_EP1
	[
		// Inside combat positions (windows, doors)
		[
			[[-4.99463,-0.0742188,0.53264],188.665]
			,[[-5.53418,3.70898,0.93222],184.303]
			,[[-3.02539,3.43994,3.0595],92.6102]
			,[[3.8877,1.68896,3.26404],91.1908]
			,[[-5.28271,-0.166504,3.57195],232.894]
			,[[0.122559,-0.315918,0.525411],177.959]
			,[[3.2583,1.91113,0.791666],141.988]
			,[[5.90967,0.190918,0.78723],172.755]
		],
		// Inside hiding positions (for AIs to hide like assassination targets
		[
			[[-0.160645,3.33594,0.609706],179.624]
		],
		// Roof positions for snipers
		[
		]
	],
	//Building: Land_House_C_12_EP1
	[
		// Inside combat positions (windows, doors)
		[
			[[5.7959,2.55566,0.186196],8.61476]
			,[[1.95898,1.80322,0.191974],6.16389]
			,[[5.22754,-3.79199,0.186196],176.258]
			,[[1.78223,-7.24121,0.186197],98.9376]
			,[[-3.57617,-7.34766,0.186196],269.337]
			,[[-3.52051,-6.1084,3.84394],220.249]
			,[[2.84619,-7.29004,3.82984],90.2727]
			,[[7.12646,1.70117,3.83076],31.6677]
			,[[-2.73877,1.10791,3.83152],282.372]
		],
		// Inside hiding positions (for AIs to hide like assassination targets
		[
			[[-0.310059,-8.25684,3.83504],19.7112]
		],
		// Roof positions for snipers
		[
			[[2.8457,-8.63086,7.1392],141.883]
			,[[-3.46826,-6.55176,7.15379],296.096]
		]
	],
	//Building: Land_House_L_6_EP1
	[
		// Inside combat positions (windows, doors)
		[
			[[-3.68799,0.729004,0.337184],286.376]
			,[[-3.14209,-2.12891,0.324473],185.807]
			,[[3.89307,-2.42383,0.351439],182.068]
			,[[7.05176,-2.26416,3.14144],297.104]
			,[[3.34424,-0.301758,3.14144],274.702]
			,[[-2.08203,0.105469,2.99144],272.445]
		],
		// Inside hiding positions (for AIs to hide like assassination targets
		[
			[[0.822266,-2.12402,0.432147],325.37]
			,[[4.48486,2.22119,0.351439],165.284]
		],
		// Roof positions for snipers
		[
		]
	],
	//Building: Land_House_C_5_V2_EP1
	[
		// Inside combat positions (windows, doors)
		[
			[[-3.66895,-3.83789,0.326439],269.889]
			,[[4.09326,3.4707,0.326439],96.4492]
			,[[-0.360352,3.04639,0.326439],263.993]
			,[[0.268555,-0.235352,3.00861],94.7226]
			,[[-3.99023,3.4624,2.97144],324.848]
			,[[4.17285,5.07959,2.97798],51.0582]
			,[[-3.33008,-4.38867,3.10526],356.288]
		],
		// Inside hiding positions (for AIs to hide like assassination targets
		[
			[[-3.28564,3.34961,0.326439],163.441]
			,[[-0.733887,-4.35352,3.0379],280.412]
		],
		// Roof positions for snipers
		[
		]
	],
	//Building: Land_ibr_FuelStation_Build
	[
		// Inside combat positions (windows, doors)
		[
			[[1.58154,1.06787,0.0533552],11.4999]
			,[[0.100098,-1.02344,0.0534315],182.668]
			,[[-2.01709,-0.581055,0.053503],287.691]
		],
		// Inside hiding positions (for AIs to hide like assassination targets
		[
		],
		// Roof positions for snipers
		[
		]
	],
	//Building: Land_ibr_FuelStation_Shed
	[
		// Inside combat positions (windows, doors)
		[
		],
		// Inside hiding positions (for AIs to hide like assassination targets
		[
		],
		// Roof positions for snipers
		[
			[[8.30176,4.13965,6.39878],39.7703]
			,[[-7.86865,-4.00586,6.39683],239.902]
		]
	],
	//Building: Land_dum_istan3_hromada2
	[
		// Inside combat positions (windows, doors)
		[
			[[4.24512,2.14111,0.0337658],88.5318]
			,[[0.245117,2.92432,0.0337658],84.1299]
			,[[-0.679199,1.50635,3.37463],79.4143]
			,[[-1.25,5.88281,3.37463],219.842]
			,[[-7.82666,4.76953,3.37463],277.215]
			,[[0.481934,-5.27246,3.7774],231.581]
			,[[2.18359,0.115723,6.74781],254.029]
			,[[-2.12158,5.48389,6.74781],307.045]
			,[[3.70605,4.73145,6.74781],274.228]
			,[[6.93262,-6.35352,6.74781],151.252]
			,[[2.54053,-6.92432,6.74781],271.1]
		],
		// Inside hiding positions (for AIs to hide like assassination targets
		[
			[[6.85498,1.78076,6.74781],326.954]
		],
		// Roof positions for snipers
		[
			[[3.47314,3.96191,10.321],217.426]
		]
	],
	//Building: Land_House_C_5_V1_EP1
	[
		// Inside combat positions (windows, doors)
		[
			[[4.36816,3.33301,0.326438],93.4463]
			,[[-0.287109,3.26416,0.326439],270.118]
			,[[-3.91455,-3.82031,0.326439],271.613]
			,[[-0.326172,-0.218262,2.97144],95.1891]
			,[[-3.83447,-4.23438,2.97144],202.387]
			,[[-4.09082,3.6626,2.97144],319.618]
			,[[-0.584473,2.78369,3.21844],266.303]
		],
		// Inside hiding positions (for AIs to hide like assassination targets
		[
			[[-0.747559,-0.257813,0.378797],283.29]
			,[[3.03564,3.39893,3.21844],254.984]
		],
		// Roof positions for snipers
		[
		]
	],
	//Building: land_hut01
	[
		// Inside combat positions (windows, doors)
		[
			[[1.15234,-1.38428,0.88877],182.868]
			,[[3.46533,2.26074,0.888769],100.429]
		],
		// Inside hiding positions (for AIs to hide like assassination targets
		[
			[[0.183594,1.84912,0.888769],159.499]
		],
		// Roof positions for snipers
		[
		]
	],
	//Building: land_hut04
	[
		// Inside combat positions (windows, doors)
		[
			[[0.812012,-1.20898,0.888769],178.682]
		],
		// Inside hiding positions (for AIs to hide like assassination targets
		[
			[[-0.417969,1.95361,0.888769],147.093]
		],
		// Roof positions for snipers
		[
		]
	],
	//Building: Land_dum_istan3_pumpa
	[
		// Inside combat positions (windows, doors)
		[
			[[-1.8623,2.84619,0.0250349],2.33914]
			,[[3.37793,1.66504,3.36776],268.099]
			,[[1.13477,-0.40332,3.36776],187.977]
			,[[4.26025,-4.96826,3.47329],96.6698]
			,[[-4.05225,-4.89063,3.36776],246.882]
		],
		// Inside hiding positions (for AIs to hide like assassination targets
		[
		],
		// Roof positions for snipers
		[
		]
	],
	//Building: Land_A_Villa_EP1
	[
		// Inside combat positions (windows, doors)
		[
			[[3.72852,13.3379,0.140831],50.8981]
			,[[-1.27734,17.7051,0.140833],3.42438]
			,[[-14.7285,17.4902,0.140838],5.67244]
			,[[-17.6133,13.1094,0.14084],276.661]
			,[[-10.8125,15.3359,0.276538],244.464]
			,[[-14.2539,9.74609,0.276598],339.932]
			,[[-9.25195,7.7168,0.140839],196.633]
			,[[-5.03906,1.63086,0.140843],234.426]
			,[[2.44922,-4.5,0.140841],203.357]
			,[[8.19727,-8.78906,0.140835],246.619]
			,[[7.96875,-14.4219,0.140835],230.728]
			,[[10.4902,-17.1855,0.140831],182.279]
			,[[15.2324,-17.5879,0.140829],189.83]
			,[[17.7539,-14.1367,0.140828],87.489]
			,[[17.4297,-5.4707,0.140828],92.5857]
			,[[16.1094,2.48828,0.140828],61.069]
			,[[12.3926,2.73242,0.140829],55.869]
			,[[-11.1309,10.7852,0.276567],196.948]
			,[[-9.13867,10.1328,0.276707],69.1655]
			,[[-0.943359,15.1563,0.276511],173.503]
			,[[-0.4375,10.123,0.276863],241.614]
			,[[-3.06445,8.08008,0.276639],248.252]
			,[[-2.38086,4.97852,0.27658],175.76]
			,[[1.39063,-2.47852,0.276584],283.675]
			,[[5.5957,-1.70703,0.276576],316.219]
			,[[9.48438,1.39258,0.276517],255.567]
			,[[11.1836,4.6875,0.273412],258.991]
			,[[9.91211,10.5469,0.27132],214.112]
			,[[5.15234,11.4336,0.27389],210.845]
			,[[7.4668,-3.58984,0.276577],226.902]
			,[[10.4082,-0.128906,0.276525],57.0798]
			,[[14.3711,-0.820313,0.276519],270.283]
			,[[15.6914,-7.60742,0.276522],281.865]
			,[[9.97266,-9.05469,0.276585],131.975]
			,[[10.2793,-14.9707,0.276585],112.299]
			,[[15.6133,-15.3711,0.276535],251.851]
			,[[11.1699,4.66016,3.85973],315.724]
			,[[10.7129,10.2285,3.85951],231.289]
			,[[5.12891,11.9004,3.85973],144.983]
			,[[6.07813,5.81055,3.85965],226.703]
			,[[0.505859,5.41406,3.85946],134.778]
			,[[5.88477,0.46875,3.85935],317.98]
			,[[11.4473,0.574219,3.85935],163.029]
			,[[7.19141,-4.19727,3.85935],125.897]
			,[[1.29492,-2.85156,3.85935],222.256]
			,[[-2.70117,1.32031,3.85937],256.426]
			,[[2.09766,-5.25,3.85935],183.523]
			,[[-3.20703,-6.05469,3.85935],233.897]
			,[[-6.08203,1.36133,3.85935],270.583]
			,[[-3.52734,7.11914,3.85935],43.5507]
			,[[-0.0078125,10.7461,3.85935],216.826]
			,[[-4.43164,13.8047,3.85935],185.07]
			,[[-7.96094,9.89258,3.85935],188.02]
			,[[-6.40039,14.3984,3.85935],190.661]
			,[[-9.03125,11.7871,3.85935],134.937]
			,[[-11.8867,10.0645,3.85935],185.352]
			,[[-15.6309,12.6699,3.85935],273.618]
			,[[-15.2988,10.252,3.85935],71.9777]
			,[[8.44531,5.51172,7.33368],12.3076]
			,[[5.16016,8.25195,7.32221],51.706]
			,[[8.98242,11.6621,7.31182],29.132]
			,[[3.27539,18.1016,7.31543],19.0333]
			,[[-17.752,18.5254,7.31546],301.282]
			,[[-18.3281,7.17188,7.31544],236.064]
			,[[-6.56836,1.375,7.31543],265.287]
			,[[1.16406,-5.95898,7.33636],195.114]
			,[[6.92969,-18.1367,7.33635],223.567]
			,[[17.9648,-18.418,7.33635],148.563]
			,[[12.6914,-4.09766,7.33519],181.693]
			,[[18.3164,3.27539,7.33636],47.6234]
			,[[12.2754,9.19531,7.33007],53.1448]
			,[[4.38477,4.39063,7.32781],226.964]
		],
		// Inside hiding positions (for AIs to hide like assassination targets
		[
			[[-7.8125,14.791,0.276537],130.451]
			,[[-0.683594,14.1309,3.85935],270.928]
			,[[-1.62891,15.3281,3.85935],125.048]
			,[[-8.8125,13.8418,3.85935],55.8786]
			,[[-14.8809,14.9473,3.85935],121.237]
			,[[-11.7168,15.209,3.85935],185.031]
		],
		// Roof positions for snipers
		[
			[[4.15039,5.55859,10.0917],244.089]
			,[[9.57031,8.58203,10.1661],56.0527]
		]
	],
	//Building: Land_sara_Domek_sedy
	[
		// Inside combat positions (windows, doors)
		[
			[[1.95996,0.364746,0.574739],183.371]
			,[[5.47949,3.26025,0.574739],90.0841]
			,[[-1.77197,3.30322,0.574739],86.6354]
		],
		// Inside hiding positions (for AIs to hide like assassination targets
		[
			[[-0.852051,0.40918,0.574739],293.367]
		],
		// Roof positions for snipers
		[
		]
	],
	//Building: Land_majak2
	[
		// Inside combat positions (windows, doors)
		[
			[[0.0615234,-0.866699,0.076129],179.626]
		],
		// Inside hiding positions (for AIs to hide like assassination targets
		[
		],
		// Roof positions for snipers
		[
			[[0.0761719,-1.70947,9.87163],178.863]
		]
	],
	//Building: Land_House_K_1_EP1
	[
		// Inside combat positions (windows, doors)
		[
			[[-0.716797,2.89502,0.68273],179.949]
			,[[3.52393,3.16064,0.682729],95.6734]
		],
		// Inside hiding positions (for AIs to hide like assassination targets
		[
			[[-3.41113,1.79053,0.725099],185.25]
		],
		// Roof positions for snipers
		[
		]
	],
	//Building: Land_House_L_1_EP1
	[
		// Inside combat positions (windows, doors)
		[
			[[-0.623535,0.535156,0.316853],13.5408]
		],
		// Inside hiding positions (for AIs to hide like assassination targets
		[
		],
		// Roof positions for snipers
		[
		]
	],
	//Building: Land_House_K_5_EP1
	[
		// Inside combat positions (windows, doors)
		[
			[[-4.02002,-0.499512,1.42441],182.851]
			,[[-6.32373,-2.11328,0.650446],78.757]
			,[[-6.69531,3.81055,0.82688],167.766]
			,[[-0.819336,1.1709,1.59958],182.284]
			,[[1.21582,1.25977,1.62878],184.035]
			,[[4.64063,4.32275,2.32861],227.992]
		],
		// Inside hiding positions (for AIs to hide like assassination targets
		[
			[[3.67773,0.174316,2.47791],333.843]
		],
		// Roof positions for snipers
		[
		]
	],
	//Building: Land_House_K_6_EP1
	[
		// Inside combat positions (windows, doors)
		[
			[[4.49316,5.27344,0.572961],89.803]
			,[[-0.0546875,4.30713,0.572732],123.361]
			,[[-0.744141,-1.56836,0.572731],266.631]
			,[[-2.5918,2.26807,0.587168],259.223]
			,[[4.74414,-2.30371,0.572743],275.036]
			,[[4.5293,5.31592,3.65215],186.58]
			,[[-2.62256,-2.0918,3.6692],180.213]
			,[[-4.78223,2.03174,3.66701],267.392]
			,[[4.86768,3.69141,6.60217],231.428]
			,[[-3.80859,-1.14258,6.57098],270.52]
			,[[-2.02734,3.87061,6.58756],354.247]
			,[[1.22461,-2.40088,6.60217],184.553]
		],
		// Inside hiding positions (for AIs to hide like assassination targets
		[
			[[4.08398,-2.41162,3.65115],307.623]
		],
		// Roof positions for snipers
		[
			[[-2.39502,-1.53223,9.3293],183.842]
			,[[4.18164,4.6665,9.62543],43.1835]
		]
	],
	//Building: Land_dum_mesto_in
	[
		// Inside combat positions (windows, doors)
		[
			[[-1.83008,-2.41504,0.0686541],177.358]
			,[[-1.66357,1.47363,0.0686541],170.018]
			,[[1.85645,-3.07813,0.0677824],177.324]
			,[[0.681641,5.17969,1.57635],187.972]
			,[[4.56006,-2.7124,0.0677824],177.616]
			,[[4.50439,4.99316,0.0677824],4.7447]
			,[[-5.41797,-1.87207,0.0686541],1.00395]
			,[[2.06885,-3.23291,3.05101],180.997]
			,[[5.76465,3.24219,3.05101],93.4295]
			,[[-5.83008,-0.803711,3.05613],269.435]
			,[[-3.96973,5.16602,3.05613],0.293871]
		],
		// Inside hiding positions (for AIs to hide like assassination targets
		[
			[[-4.79248,1.49756,0.0686541],187.044]
		],
		// Roof positions for snipers
		[
		]
	],
	//Building: Land_ibrPanelak
	[
		// Inside combat positions (windows, doors)
		[
			[[0.632813,1.69482,0.554366],5.72196]
			,[[0.279297,-3.33936,1.84778],5.51099]
			,[[-3.22949,2.86865,1.84778],0.809038]
			,[[-6.90283,-0.733398,1.84778],279.186]
			,[[-6.78418,-5.875,1.84778],181.919]
			,[[0.562012,2.12451,3.10501],359.681]
			,[[2.95508,-2.88721,4.54781],264.031]
			,[[3.07129,2.89404,4.54781],3.14925]
			,[[7.0874,-0.515625,4.54781],91.7019]
			,[[6.81152,-6.07666,4.54781],182.008]
		],
		// Inside hiding positions (for AIs to hide like assassination targets
		[
			[[-4.62061,-2.02002,1.84778],2.7735]
			,[[4.45166,-2.73145,4.54781],23.1308]
		],
		// Roof positions for snipers
		[
		]
	],
	//Building: Land_kostelik
	[
		// Inside combat positions (windows, doors)
		[
		],
		// Inside hiding positions (for AIs to hide like assassination targets
		[
		],
		// Roof positions for snipers
		[
			[[-0.204102,-2.45996,7.72794],180.44]
		]
	],
	//Building: Land_ibrPanelak3
	[
		// Inside combat positions (windows, doors)
		[
			[[0.565918,2.95508,0.409912],23.3409]
			,[[-0.508301,0.336914,0.409912],5.38362]
			,[[-3.94189,-1.17871,23.6022],98.4739]
			,[[3.87402,-2.08154,23.6022],77.8936]
		],
		// Inside hiding positions (for AIs to hide like assassination targets
		[
		],
		// Roof positions for snipers
		[
			[[6.67871,2.45703,23.6022],48.1977]
			,[[7.06152,-7.02832,23.6022],169.905]
			,[[-6.50049,-7.52588,23.6022],263.833]
			,[[-7.03467,1.97754,23.6022],350.504]
		]
	],
	//Building: Land_Mil_Barracks_i
	[
		// Inside combat positions (windows, doors)
		[
			[[6.33008,2.09766,0.270132],97.1147]
			,[[1.80908,2.28809,0.270132],357.276]
			,[[-1.38037,-1.91211,0.270132],180.989]
			,[[-7.86182,2.45068,0.270132],2.79238]
			,[[-7.99609,-2.21826,0.270132],180.56]
		],
		// Inside hiding positions (for AIs to hide like assassination targets
		[
			[[5.26221,-1.36768,0.270132],345.943]
			,[[-5.15381,-0.922363,0.270132],171.666]
		],
		// Roof positions for snipers
		[
		]
	],
	//Building: Land_budova4_in
	[
		// Inside combat positions (windows, doors)
		[
			[[6.05957,-0.270508,0.114583],98.7668]
			,[[5.87744,-2.51709,0.114583],177.825]
			,[[6.51074,2.39014,0.114583],357.112]
			,[[0.833984,2.93457,0.114583],15.5163]
			,[[-7.05908,2.43896,0.114583],266.784]
		],
		// Inside hiding positions (for AIs to hide like assassination targets
		[
		],
		// Roof positions for snipers
		[
		]
	],
	//Building: Land_ibrhotel
	[
		// Inside combat positions (windows, doors)
		[
			[[18.0405,0.046875,0.11419],97.0886]
			,[[18.3013,17.8716,0.114154],34.0326]
			,[[6.25049,17.0063,0.114153],91.2099]
			,[[11.4243,6.50537,0.114167],96.3841]
			,[[5.70801,9.26074,0.114153],98.6769]
			,[[5.78271,6.66846,0.114153],5.42991]
			,[[2.33398,18.4897,0.114153],158.931]
			,[[1.92334,9.10352,0.114154],276.888]
			,[[-1.08057,12.5342,0.114153],264.485]
			,[[-7.09326,15.6104,0.114153],216.233]
			,[[-12.4067,5.83057,0.114153],219.883]
			,[[-2.12012,-0.290527,0.114153],280.236]
			,[[-11.8628,-6.61914,0.114153],303.31]
			,[[-18.3994,-0.265137,0.114154],279.397]
			,[[-18.1763,17.8452,0.114153],317.564]
			,[[-17.7656,-17.9214,0.114153],235.592]
			,[[-9.23584,-9.87207,0.114153],269.383]
			,[[-3.24805,-10.1655,0.114153],95.9354]
			,[[5.87598,-10.8105,0.114153],91.1073]
			,[[2.58398,0.85791,3.60144],47.7974]
			,[[5.66162,6.75488,3.60144],3.26704]
			,[[6.02588,-6.05371,1.98863],283.608]
			,[[6.18164,-2.125,1.98902],221.324]
			,[[-0.0415039,-4.58691,3.60144],87.3836]
			,[[0.560547,0.29248,3.60144],183.767]
			,[[-3.24121,-6.02344,3.60144],275.56]
			,[[6.96875,-3.66943,5.45708],268.386]
			,[[-1.13379,-5.43799,7.10181],75.1957]
			,[[0.273926,0.472656,7.10181],175.425]
			,[[6.13477,-3.55078,8.97601],266.608]
			,[[-0.85791,-5.24658,10.6017],87.1744]
			,[[0.272949,-0.0185547,10.6017],170.438]
			,[[5.93457,-3.17871,12.4623],243.201]
			,[[-0.865234,-4.85889,14.1057],74.6179]
			,[[-0.0498047,-0.0722656,14.1057],144.937]
			,[[3.34375,5.42139,14.1057],181.921]
			,[[-18.5874,-18.436,14.1057],229.372]
			,[[-18.2139,18.46,14.1057],309.66]
			,[[18.3457,18.6841,14.1057],59.1285]
			,[[16.9272,-16.5381,14.1057],151.107]
			,[[-18.6094,17.5879,10.6017],275.661]
			,[[-11.9771,13.0361,10.6017],182.356]
			,[[-17.3687,9.28906,10.6017],93.6626]
			,[[-6.62793,8.14453,10.6017],183.342]
			,[[-9.08545,12.7925,10.6017],184.518]
			,[[-9.64355,18.1318,10.6017],2.83514]
			,[[-18.749,21.2661,10.6014],330.661]
			,[[-2.14844,-9,10.6017],118.672]
			,[[-11.6538,-8.99072,10.6017],93.4243]
			,[[-18.1431,-9.64551,10.6017],273.274]
			,[[-21.2227,-2.24756,10.6014],259.619]
			,[[-21.394,-17.1475,10.6014],183.794]
			,[[-15.4355,-18.9014,10.6017],181.215]
			,[[-11.959,-12.0239,10.6017],92.0308]
			,[[9.59961,-17.918,10.6017],177.813]
			,[[9.45068,1.71973,10.6017],2.03553]
		],
		// Inside hiding positions (for AIs to hide like assassination targets
		[
			[[3.47461,1.62842,0.114154],26.3043]
			,[[-3.10303,11.6069,10.6017],313.425]
			,[[-11.2871,-2.23193,10.6017],281.2]
			,[[2.78125,-12.3408,10.6017],262.408]
		],
		// Roof positions for snipers
		[
		]
	],
	//Building: Land_runway_edgelight
	[
		// Inside combat positions (windows, doors)
		[
			[[-17.9385,17.1685,0.0709009],148.101]
			,[[-16.9692,15.8823,14.0625],143.747]
		],
		// Inside hiding positions (for AIs to hide like assassination targets
		[
		],
		// Roof positions for snipers
		[
		]
	],
	//Building: Land_fortified_nest_small
	[
		// Inside combat positions (windows, doors)
		[
			[[-0.065918,-0.39502,0.00495052],177.406]
		],
		// Inside hiding positions (for AIs to hide like assassination targets
		[
		],
		// Roof positions for snipers
		[
		]
	],
	//Building: Land_afbarabizna
	[
		// Inside combat positions (windows, doors)
		[
			[[1.36572,-3.61865,0.0121374],191.912]
			,[[-5.03564,-2.68359,0.0663776],269.52]
			,[[-4.0542,5.7666,0.0085144],12.0334]
			,[[-2.7583,2.76611,0.0085144],220.771]
			,[[1.5542,4.82764,0.0085144],321.249]
			,[[5.6958,5.58057,0.0085144],0.0174622]
			,[[6.60205,-0.453125,0.0085144],95.029]
			,[[5.61523,-3.99854,0.0085144],185.164]
			,[[1.18408,2.91455,2.20618],176.594]
			,[[-4.89502,2.54883,4.06152],101.027]
			,[[-3.61572,5.75684,4.06145],3.37232]
			,[[0.848145,5.77148,4.06142],357.785]
			,[[7.01953,4.74854,4.06142],92.7686]
			,[[6.93994,2.08301,4.06142],88.3349]
			,[[5.87402,-3.63135,4.06142],183.641]
			,[[-1.35059,-4.19189,4.06142],179.586]
			,[[-5.02197,-2.84326,4.06151],269.256]
			,[[-0.0800781,0.867676,4.0615],213.819]
		],
		// Inside hiding positions (for AIs to hide like assassination targets
		[
		],
		// Roof positions for snipers
		[
		]
	],
	//Building: Land_GuardShed
	[
		// Inside combat positions (windows, doors)
		[
			[[-0.192383,-1.08887,0.0114985],180.303]
		],
		// Inside hiding positions (for AIs to hide like assassination targets
		[
		],
		// Roof positions for snipers
		[
		]
	],
	//Building: Land_Church_05R
	[
		// Inside combat positions (windows, doors)
		[
			[[0.244141,8.21533,-0.0751286],7.05422]
			,[[-11.5073,0.67627,-0.053647],268.97]
			,[[-5.14502,-2.78906,-0.0661831],339.053]
			,[[-5.02686,4.021,0.229721],195.013]
			,[[7.50391,8.83643,-0.14547],235.955]
			,[[15.8877,4.52539,-0.149328],224.514]
			,[[12.7847,-2.31494,-0.0956631],277.489]
			,[[6.94482,-1.46924,-0.0668287],286.585]
		],
		// Inside hiding positions (for AIs to hide like assassination targets
		[
		],
		// Roof positions for snipers
		[
		]
	],
	//Building: Land_Ind_Oil_Tower_EP1
	[
		// Inside combat positions (windows, doors)
		[
			[[2.70996,1.21533,5.28432],2.87536]
			,[[-1.04248,-6.43311,5.27405],272.875]
			,[[3.10938,-5.23438,17.0611],270.83]
			,[[6.44043,-5.7168,17.0611],94.7129]
		],
		// Inside hiding positions (for AIs to hide like assassination targets
		[
		],
		// Roof positions for snipers
		[
			[[2.89893,-4.0835,30.0734],275.127]
		]
	],
	//Building: Land_Mil_ControlTower
	[
		// Inside combat positions (windows, doors)
		[
			[[0.657715,4.74121,0.551439],274.431]
			,[[9.771,5.08643,2.74144],268.144]
			,[[0.117676,5.53467,4.71644],120.9]
			,[[7.33105,3.61572,9.11144],65.3629]
			,[[4.02881,-1.57764,9.11144],193.888]
			,[[1.09375,1.0332,9.26571],276.891]
		],
		// Inside hiding positions (for AIs to hide like assassination targets
		[
		],
		// Roof positions for snipers
		[
			[[1.49072,-1.74658,12.9379],214.952]
			,[[7.57178,3.65479,12.9558],43.6131]
		]
	],
	//Building: Land_A_Office01_EP1
	[
		// Inside combat positions (windows, doors)
		[
			[[-4.73096,6.08447,0.363358],5.52861]
			,[[-7.77197,2.69434,0.363948],126.821]
			,[[-4.32275,0.172363,0.361491],102.577]
			,[[-15.6138,0.185059,0.363246],271.683]
			,[[-9.62354,0.0947266,0.364084],75.8753]
			,[[-2.8252,-5.01318,0.365045],184.605]
			,[[4.7207,-4.88281,0.36499],259.219]
			,[[5.01953,5.75244,0.358552],2.56623]
			,[[0.110352,4.99561,0.360745],184.06]
			,[[12.1035,-2.07568,0.363807],7.87704]
			,[[15.3799,0.191406,0.363312],98.7435]
			,[[8.32764,5.52734,0.356851],192.733]
			,[[4.3584,0.645508,2.85324],182.328]
			,[[-0.442871,0.185059,2.85324],187.786]
			,[[2.67139,-5.02588,2.86669],180.647]
			,[[7.45068,-2.50537,2.85348],352.185]
			,[[10.1323,-5.10547,2.8533],185.361]
			,[[12.9536,5.54443,2.85324],8.37888]
			,[[15.3667,0.179688,2.85324],97.9955]
			,[[5.4375,5.02344,2.85324],350.783]
			,[[0.460449,5.58105,2.85324],9.31069]
			,[[-13.3564,0.477539,2.85324],267.487]
			,[[-5.52881,5.55225,2.85324],6.47869]
			,[[-5.43457,-4.69434,2.85324],189.187]
			,[[-15.8027,-4.51953,3.24605],268.917]
			,[[-15.2891,5.21777,2.85324],240.337]
			,[[5.43896,-5.24756,2.86639],263.059]
			,[[5.10693,0.944336,5.35324],94.0117]
			,[[-2.71973,0.390625,5.35325],273.754]
			,[[-0.572754,0.384277,5.35324],9.04297]
			,[[8.30713,-4.88428,5.3531],181.172]
			,[[5.09277,5.48828,5.35324],8.35766]
			,[[-2.84131,5.77393,5.35325],19.8044]
			,[[-6.70801,-0.16748,5.35325],185.153]
		],
		// Inside hiding positions (for AIs to hide like assassination targets
		[
			[[15.1035,-5.1333,0.365095],276.024]
			,[[10.1543,2.48828,0.358771],300.06]
			,[[10.1396,-2.41309,2.85343],266.342]
			,[[15.5591,2.59229,2.85324],300.494]
			,[[2.77783,2.77588,2.85324],343.844]
			,[[-7.96631,2.604,2.85324],85.6958]
			,[[-2.72168,3.17529,5.35325],85.1338]
		],
		// Roof positions for snipers
		[
			[[5.54297,-5.10107,11.0861],179.942]
			,[[-2.54736,3.24609,11.0862],266.597]
		]
	],
	//Building: Land_A_Stationhouse_ep1
	[
		// Inside combat positions (windows, doors)
		[
			[[2.5918,-6.75391,0.038764],183.57]
			,[[9.92676,-7.30029,0.038764],176.267]
			,[[16.2979,-7.2959,0.038764],131.75]
			,[[18.2056,3.04004,0.038764],359.083]
			,[[-1.99268,-6.34033,0.038764],80.5475]
			,[[-2.40234,-8.24512,4.86045],191.706]
			,[[-2.54834,-8.07178,9.46556],185.401]
			,[[-2.2207,-7.71094,13.9207],186.576]
			,[[-16.8052,-6.79541,9.00144],175.115]
			,[[6.76172,-1.83252,9.00144],94.0389]
			,[[19.1216,-6.61328,5.00144],126.028]
			,[[10.9209,3.23291,5.00144],314.289]
		],
		// Inside hiding positions (for AIs to hide like assassination targets
		[
			[[2.49561,2.1499,0.038764],141.604]
		],
		// Roof positions for snipers
		[
			[[-3.88867,-4.76904,18.0014],355.906]
			,[[-0.947266,-8.39111,18.0014],140.329]
		]
	],
	//Building: Land_ibr_terminal
	[
		// Inside combat positions (windows, doors)
		[
			[[9.2666,13.6484,1.64386],5.94381]
			,[[15.3657,12.8267,1.64386],357.285]
			,[[3.27197,12.8262,1.64386],2.69768]
			,[[-2.90137,-0.333496,1.64386],96.6181]
			,[[-2.32959,-5.72412,1.64386],89.6778]
			,[[-0.050293,-12.8545,1.64386],13.3729]
			,[[9.90771,-10.1265,1.64386],189.618]
			,[[24.2979,-10.396,1.64386],341.114]
			,[[27.3096,-5.6582,1.64386],263.059]
			,[[20.3965,0.963379,1.64386],230.766]
			,[[18.2031,12.2974,1.64386],215.195]
			,[[-7.44238,-9.25977,1.64386],182.796]
			,[[-18.9897,-2.44678,1.60424],273.535]
			,[[-9.97266,-0.364258,1.64381],86.7449]
			,[[-7.28955,13.042,1.64375],1.02244]
			,[[-14.207,-2.3418,5.46212],272.369]
			,[[-26.5352,0.134277,5.46226],179.41]
			,[[-7.90479,0.477051,5.46226],182.297]
		],
		// Inside hiding positions (for AIs to hide like assassination targets
		[
		],
		// Roof positions for snipers
		[
			[[13.6787,-5.67432,9.11103],188.775]
			,[[4.3584,8.89258,9.11103],328.439]
		]
	],
	//Building: Land_Fort_Watchtower
	[
		// Inside combat positions (windows, doors)
		[
			[[2.24512,0.956055,-0.0310831],90.8175]
			,[[-0.625,2.46436,-0.00973701],5.36125]
			,[[-0.0444336,-2.55273,0.0192499],181.169]
			,[[-0.400879,-2.62695,2.78144],192.184]
			,[[-0.817383,2.15088,2.78144],325.914]
			,[[0.956543,0.329102,2.78144],104.873]
		],
		// Inside hiding positions (for AIs to hide like assassination targets
		[
		],
		// Roof positions for snipers
		[
		]
	],
	//Building: Land_fortified_nest_big
	[
		// Inside combat positions (windows, doors)
		[
			[[-2.06934,3.00098,0.179779],21.3826]
			,[[0.91748,2.75293,0.179779],7.3655]
			,[[0.478027,1.10889,0.179779],134.382]
			,[[3.23877,-3.7583,0.179779],150.2]
			,[[-0.347656,-4.09229,0.179779],13.0121]
			,[[-3.43896,-4.07178,0.179779],232.225]
			,[[-0.885254,1.20215,0.179779],251.716]
		],
		// Inside hiding positions (for AIs to hide like assassination targets
		[
		],
		// Roof positions for snipers
		[
		]
	],
	//Building: land_ibr_hangar
	[
		// Inside combat positions (windows, doors)
		[
			[[6.44043,-13.3911,0.114449],1.31156]
			,[[-6.58691,-12.6577,0.114742],272.725]
			,[[0.138184,-0.365234,0.119773],9.37357]
			,[[0.00146484,15.8081,0.124998],0.305298]
		],
		// Inside hiding positions (for AIs to hide like assassination targets
		[
		],
		// Roof positions for snipers
		[
		]
	],
	//Building: Land_A_Castle_Bergfrit_dam
	[
		// Inside combat positions (windows, doors)
		[
			[[2.646,5.43945,30.1933],38.8472]
			,[[2.95068,-4.854,30.1933],142.609]
			,[[-4.27295,-5.24268,30.1933],243.373]
			,[[-3.8667,-4.45459,26.8396],56.0313]
			,[[2.28467,-4.26855,24.3575],332.537]
			,[[-3.65039,3.46826,22.1042],171.063]
			,[[-2.92188,-3.68945,19.6563],68.2386]
			,[[1.85059,-3.18115,17.1927],358.732]
			,[[1.56396,4.25781,15.177],251.261]
			,[[-3.12451,3.71777,12.713],178.913]
			,[[-2.38135,-0.685059,10.5379],270.53]
		],
		// Inside hiding positions (for AIs to hide like assassination targets
		[
			[[2.07568,4.57227,22.1042],202.057]
			,[[1.75928,-3.1416,10.5009],311.673]
			,[[0.591797,2.5376,10.5009],244.921]
		],
		// Roof positions for snipers
		[
		]
	],
	//Building: Land_House_L_4_dam_EP1
	[
		// Inside combat positions (windows, doors)
		[
			[[-4.98438,-0.623047,0.529485],189.298]
			,[[6.23828,-0.0742188,0.788496],186.216]
			,[[0.392578,-1.31641,0.528222],183.076]
			,[[-1.93555,2.75195,3.60026],89.3477]
		],
		// Inside hiding positions (for AIs to hide like assassination targets
		[
			[[0.0800781,2.55859,0.57901],185.514]
		],
		// Roof positions for snipers
		[
		]
	],
	//Building: Land_razhut6
	[
		// Inside combat positions (windows, doors)
		[
			[[0.5,0.228516,0.299482],184.461]
			,[[-1.89453,0.126953,0.300151],182.797]
			,[[2.5293,0.0703125,0.299193],189.288]
		],
		// Inside hiding positions (for AIs to hide like assassination targets
		[
			[[-1.1543,1.69531,0.301036],175.249]
		],
		// Roof positions for snipers
		[
		]
	],
	//Building: Land_House_L_3_dam_EP1
	[
		// Inside combat positions (windows, doors)
		[
			[[-2,-0.410156,0.156997],173.919]
			,[[2.86523,0.0351563,0.241456],175.728]
		],
		// Inside hiding positions (for AIs to hide like assassination targets
		[
			[[-4.50586,1.39844,0.189589],130.879]
		],
		// Roof positions for snipers
		[
		]
	],
	//Building: Land_razhut5
	[
		// Inside combat positions (windows, doors)
		[
			[[1.24219,0.103516,0.25441],188.668]
			,[[-1,-0.0332031,0.255068],192.077]
			,[[3.25195,-0.0195313,0.254195],182.54]
		],
		// Inside hiding positions (for AIs to hide like assassination targets
		[
			[[-2.22656,1.56445,0.256312],176.806]
		],
		// Roof positions for snipers
		[
		]
	],
	//Building: Land_15str
	[
		// Inside combat positions (windows, doors)
		[
			[[-4.63867,2.41016,1.01066],275.38]
			,[[4.07031,-2.52148,1.01066],101.401]
			,[[4.31055,3.03711,1.01066],89.8365]
			,[[-1.89258,-4.38477,1.01066],185.211]
			,[[-0.958984,4.31836,1.01066],1.88272]
		],
		// Inside hiding positions (for AIs to hide like assassination targets
		[
		],
		// Roof positions for snipers
		[
			[[0.363281,-0.564453,6.08658],139.846]
		]
	],
	//Building: Land_block8_b
	[
		// Inside combat positions (windows, doors)
		[
			[[-6.38086,-0.0878906,1.33055],274.397]
			,[[6.60938,-0.0078125,1.32489],90.2658]
			,[[6.68164,-3.52734,1.32487],96.0312]
			,[[-6.57031,-8.92969,1.33062],279.831]
			,[[6.49023,-8.35352,1.32495],95.7911]
			,[[-6.58203,3.36328,1.33062],272.484]
			,[[6.41797,3.58008,1.32498],88.0616]
			,[[4.52539,10.5527,1.32581],5.7197]
			,[[6.58789,-8.75195,4.26479],94.0172]
			,[[-6.58203,-9.11523,4.26479],273.963]
			,[[-6.0625,-3.94141,4.26479],275.887]
			,[[6.61523,-3.57617,4.26479],90.7495]
			,[[-6.59766,3.23438,4.26479],272.729]
			,[[6.67773,3.69727,4.26479],96.7602]
			,[[6.58984,8.91406,4.26479],102.874]
			,[[-6.58008,8.45313,4.26479],270.542]
			,[[-6.58789,8.37305,7.04274],281.868]
			,[[6.67969,8.60938,7.04274],92.7826]
			,[[6.66406,3.50195,7.04274],86.0617]
			,[[-6.44531,3.12305,7.04274],280.084]
			,[[6.50977,-3.58008,7.04274],94.4832]
			,[[-6.33594,-3.79883,7.04274],270.307]
			,[[-4.48242,-10.584,7.04274],187.423]
			,[[5.68164,-9.81445,7.04274],204.252]
			,[[6.72461,-10.2168,9.85133],129.176]
			,[[6.80469,10.3398,9.85133],46.1131]
			,[[-6.61133,10.4844,9.85133],308.942]
			,[[-6.74805,-10.1875,9.85133],212.852]
		],
		// Inside hiding positions (for AIs to hide like assassination targets
		[
			[[-3.31641,-1.49805,1.32921],142.411]
			,[[-1.07422,6.76563,1.32824],352.21]
			,[[-0.527344,5.35938,1.328],190.839]
			,[[-3.20313,-7.30469,4.26479],211.009]
			,[[0.515625,-1.92383,4.26479],243.358]
			,[[-6.54883,-0.193359,4.26479],98.3695]
			,[[-0.998047,1.7832,4.26479],35.5137]
			,[[1.01367,10.168,4.26479],189.039]
			,[[-0.832031,4.87891,7.04274],135.48]
			,[[6.73633,0.142578,7.04274],271.603]
			,[[-1.31055,-10.3281,7.04274],67.4642]
		],
		// Roof positions for snipers
		[
		]
	],
	//Building: Land_block8_c
	[
		// Inside combat positions (windows, doors)
		[
			[[6.80273,-0.0625,1.32481],87.6818]
			,[[-6.55859,-0.130859,1.33062],271.396]
			,[[-6.30469,3.11719,1.3305],275.634]
			,[[6.58008,3.56641,1.32491],92.8736]
			,[[4.56055,9.84375,1.32579],6.33511]
			,[[-6.31641,8.40039,1.33051],274.981]
			,[[6.67969,-3.41016,1.32487],92.2606]
			,[[-4.51172,-10.0215,1.32973],184.813]
			,[[5.72461,-8.49609,1.32529],91.9534]
			,[[6.29102,-8.6582,4.26479],96.3987]
			,[[-6.19922,-9.13281,4.26479],274.976]
			,[[-6.58398,-3.75,4.26479],268.728]
			,[[6.29492,-3.50977,4.26479],90.6867]
			,[[-6.5332,3.19141,4.26479],275.915]
			,[[6.42578,3.75195,4.26479],90.3283]
			,[[4.74609,10.2715,4.26479],359.202]
			,[[-5.99414,9.15625,4.26479],246.174]
			,[[-6.74805,10.6895,7.04274],308.16]
			,[[-6.76172,-10.6934,7.04274],230.439]
			,[[6.64648,-10.3477,7.04274],136.332]
			,[[6.66602,10.5586,7.04274],47.0832]
		],
		// Inside hiding positions (for AIs to hide like assassination targets
		[
			[[-0.974609,5.30859,1.32819],161.024]
			,[[1.28711,7.0293,1.32721],317.849]
			,[[0.931641,-2.19336,1.32736],141.805]
			,[[-0.847656,-6.58594,4.26479],140.481]
			,[[0.0683594,-1.76172,4.26479],188.135]
			,[[-6.6543,-0.150391,4.26479],91.7623]
			,[[-0.960938,1.42969,4.26479],14.0903]
			,[[1.01367,10.3457,4.26479],188.127]
		],
		// Roof positions for snipers
		[
		]
	],
	//Building: Land_hut10_raz
	[
		// Inside combat positions (windows, doors)
		[
			[[-1.60352,0.802734,0.146354],1.56437]
			,[[1.80273,-2.57617,0.224051],331.862]
		],
		// Inside hiding positions (for AIs to hide like assassination targets
		[
			[[1.2832,3.05078,0.189143],176.922]
		],
		// Roof positions for snipers
		[
		]
	],
	//Building: Land_17strb
	[
		// Inside combat positions (windows, doors)
		[
			[[-8.93164,1.34766,0.418048],278.985]
			,[[-9.58008,-4.07813,3.6562],226.619]
			,[[-1.96094,-3.72852,3.6562],187.961]
			,[[9.01563,-4.04688,3.6562],156.162]
			,[[-9.62305,4.04492,3.6562],310.424]
			,[[-2.36328,3.77344,3.6562],2.60943]
			,[[8.57227,4.13867,3.6562],34.303]
		],
		// Inside hiding positions (for AIs to hide like assassination targets
		[
		],
		// Roof positions for snipers
		[
			[[9.04297,4.21289,6.31915],44.94]
			,[[9.04102,-4.21289,6.31915],132.329]
			,[[-9.66016,4.20898,6.31915],317.579]
		]
	],
	//Building: Land_hut10
	[
		// Inside combat positions (windows, doors)
		[
			[[-1.63672,0.601563,0.146354],6.21562]
			,[[1.59961,-2.9668,0.220455],319.764]
		],
		// Inside hiding positions (for AIs to hide like assassination targets
		[
			[[1.20117,2.63477,0.19011],210.148]
		],
		// Roof positions for snipers
		[
		]
	],
	//Building: Land_hut12
	[
		// Inside combat positions (windows, doors)
		[
			[[2.21875,-0.0820313,0.281946],92.3334]
			,[[-3.33789,-4.74219,0.281946],49.6348]
			,[[-3.36133,-0.166016,0.281946],279.529]
			,[[-3.48438,4.42383,0.281946],126.867]
		],
		// Inside hiding positions (for AIs to hide like assassination targets
		[
			[[1.46875,4.62695,0.281946],196.202]
			,[[1.96484,-4.31641,0.281946],337.25]
		],
		// Roof positions for snipers
		[
		]
	],
	//Building: Land_long_house1
	[
		// Inside combat positions (windows, doors)
		[
			[[0.349609,-9.25586,1.0641],87.4378]
			,[[0.541016,-10.9629,3.34624],120.442]
			,[[-5.98047,-10.9043,3.34624],222.462]
			,[[-6.08203,-3.28711,3.34624],324.365]
			,[[-4.17773,6.66211,3.34624],304.416]
		],
		// Inside hiding positions (for AIs to hide like assassination targets
		[
		],
		// Roof positions for snipers
		[
			[[-1.86914,-6.10547,6.76439],220.114]
			,[[5.48438,9.70117,6.76439],40.7185]
		]
	],
	//Building: Land_21str_d
	[
		// Inside combat positions (windows, doors)
		[
		],
		// Inside hiding positions (for AIs to hide like assassination targets
		[
		],
		// Roof positions for snipers
		[
			[[3.66602,2.83594,9.11444],136.505]
			,[[-4.31055,2.9707,9.11444],222.957]
		]
	],
	//Building: Land_meh_sak
	[
		// Inside combat positions (windows, doors)
		[
			[[0.0839844,-3.36719,0.183638],185.76]
			,[[-0.734375,0.28125,1.15256],143.345]
			,[[0.0410156,-3.44531,3.69217],184.694]
			,[[1.10156,-0.158203,3.69217],189.994]
			,[[0.208984,-3.39648,6.22579],181.448]
			,[[10.2168,-3.12891,7.22131],139.089]
			,[[10.207,4.39258,7.22131],43.4245]
			,[[0.867188,3.19336,7.22131],182.428]
			,[[-10.0195,-3.26563,7.22131],222.058]
		],
		// Inside hiding positions (for AIs to hide like assassination targets
		[
		],
		// Roof positions for snipers
		[
			[[-0.330078,-1.73242,8.50547],10.9538]
		]
	],
	//Building: Land_block2
	[
		// Inside combat positions (windows, doors)
		[
			[[6.71875,-11.0801,3.0857],101.837]
			,[[6.75,-0.785156,3.0857],104.077]
			,[[6.50781,12.3516,3.0857],2.95031]
			,[[-5.54883,12.1777,3.0857],275.716]
			,[[-5.58398,-0.613281,3.0857],275.227]
			,[[-5.99219,12.0117,5.95956],271.603]
			,[[-6.14648,-0.533203,5.95956],285.857]
			,[[-5.64844,-11.4805,5.95956],184.961]
			,[[6.63281,11.9199,5.95956],90.5318]
			,[[6.69531,-0.597656,5.95956],68.8548]
			,[[5.97266,-11.5625,8.73099],119.01]
			,[[-5.76758,-11.2773,8.73099],280.271]
			,[[-6.10547,11.9082,8.73099],325.156]
			,[[6.50586,12.0039,8.73099],73.7341]
		],
		// Inside hiding positions (for AIs to hide like assassination targets
		[
		],
		// Roof positions for snipers
		[
		]
	],
	//Building: Land_21str_c
	[
		// Inside combat positions (windows, doors)
		[
		],
		// Inside hiding positions (for AIs to hide like assassination targets
		[
		],
		// Roof positions for snipers
		[
			[[3.99609,2.89258,9.11444],140.062]
		]
	],
	//Building: Land_18str
	[
		// Inside combat positions (windows, doors)
		[
			[[6.54688,-6.1875,0.338829],191.809]
			,[[2.69727,-5.80273,0.257191],164.991]
			,[[2.62109,0.703125,0.232307],176.403]
			,[[6.50391,0.832031,0.316207],196.772]
		],
		// Inside hiding positions (for AIs to hide like assassination targets
		[
		],
		// Roof positions for snipers
		[
		]
	],
	//Building: Land_hut13NB_raz
	[
		// Inside combat positions (windows, doors)
		[
			[[2.0957,-0.00585938,0.281946],91.1409]
			,[[-3.54883,-4.32422,0.281946],39.3914]
			,[[-3.57031,4.26563,0.281946],132.193]
		],
		// Inside hiding positions (for AIs to hide like assassination targets
		[
			[[1.45703,4.54297,0.281946],187.398]
			,[[1.47266,-4.65039,0.281946],343.214]
		],
		// Roof positions for snipers
		[
		]
	],
	//Building: Land_21str_b
	[
		// Inside combat positions (windows, doors)
		[
		],
		// Inside hiding positions (for AIs to hide like assassination targets
		[
		],
		// Roof positions for snipers
		[
			[[-3.54883,3.24805,9.11444],230.905]
		]
	],
	//Building: Land_villa2
	[
		// Inside combat positions (windows, doors)
		[
			[[0.357422,7.40234,0.950211],4.70735]
			,[[-0.0585938,2.15039,3.94983],4.10775]
			,[[-5.71484,7.08789,3.94983],308.496]
			,[[5.78125,7.07617,3.94983],49.1904]
			,[[-4.78906,0.306641,4.54358],14.0582]
			,[[-6.30469,-8.125,7.03882],214.001]
			,[[6.18359,0.439453,7.03882],41.36]
			,[[6.33203,-8.02539,7.03832],167.618]
			,[[2.18164,-8.15625,4.06746],189.066]
			,[[-1.60742,-8.0918,4.06746],179.485]
		],
		// Inside hiding positions (for AIs to hide like assassination targets
		[
			[[3.28906,-5.66992,4.06746],195.031]
			,[[-2.56641,-5.20313,4.06746],144.301]
		],
		// Roof positions for snipers
		[
		]
	],
	//Building: Land_A_Mosque_small_2_EP1
	[
		// Inside combat positions (windows, doors)
		[
			[[1.95703,2.55664,0.341439],94.6061]
			,[[-3.53516,-0.177734,0.41618],274.884]
		],
		// Inside hiding positions (for AIs to hide like assassination targets
		[
			[[0.699219,-2.32031,0.430585],298.808]
		],
		// Roof positions for snipers
		[
		]
	],
	//Building: Land_block7
	[
		// Inside combat positions (windows, doors)
		[
			[[-0.292969,4.79883,0.648574],8.07476]
			,[[3.13672,-4.61328,0.648574],355.041]
			,[[-3.93555,-4.99805,0.648574],18.5907]
			,[[-5.79102,4.3457,0.648574],84.5973]
			,[[4.61719,4.38477,0.648574],256.714]
			,[[6.5918,-1.14648,3.92013],15.3073]
			,[[4.61328,5.68555,3.92013],358.657]
			,[[-0.359375,5.67188,3.92013],1.46938]
			,[[-4.60156,5.42773,3.92013],0.372646]
			,[[-4.57422,-6.23633,3.92013],182.617]
			,[[0.160156,-5.97266,3.92013],180.137]
			,[[4.57617,-6.22461,3.92013],181.626]
			,[[-6.78516,0.751953,7.10623],186.012]
			,[[-4.75195,6.14258,7.10623],1.31814]
			,[[-0.490234,5.98047,7.10623],5.77005]
			,[[4.39844,6.06836,7.10623],1.97907]
			,[[4.88281,-6.71094,7.10623],185.372]
			,[[0.173828,-6.60352,7.10623],185.945]
			,[[-4.44531,-6.73828,7.10623],183.748]
			,[[7.0918,-1.0625,10.2104],92.3401]
			,[[2.14648,5.88867,10.2104],357.007]
			,[[-6.68945,0.550781,10.2104],273.046]
			,[[-1.95703,-6.40234,10.2104],185.879]
		],
		// Inside hiding positions (for AIs to hide like assassination targets
		[
			[[-6.61914,1.79688,3.92013],116.605]
			,[[7.17773,3.5332,3.92013],199.341]
			,[[7.17969,-2.02148,7.10623],246.066]
		],
		// Roof positions for snipers
		[
		]
	],
	//Building: Land_A_Mosque_small_1_EP1
	[
		// Inside combat positions (windows, doors)
		[
			[[-6.10547,-1.9375,0.611439],183.142]
			,[[-5.75977,1.5918,0.261439],183.428]
			,[[1.78516,-2.23438,0.611439],186.476]
			,[[6.61328,0.779297,0.31524],184.55]
		],
		// Inside hiding positions (for AIs to hide like assassination targets
		[
			[[2.02148,1.41406,0.328],267.202]
			,[[-2.74219,4.10352,0.261439],211.103]
			,[[6.22461,3.89453,0.360025],178.635]
		],
		// Roof positions for snipers
		[
		]
	],
	//Building: Land_17str
	[
		// Inside combat positions (windows, doors)
		[
			[[-9.14063,1.19336,0.585879],284.873]
			,[[-9.65039,-4.04297,3.6562],225.949]
			,[[2.75195,-4.12305,3.6562],189.227]
			,[[8.33789,-1.64453,3.6562],103.894]
			,[[8.93945,3.48438,6.31915],28.5929]
			,[[-9.49609,4.19727,6.31915],287.451]
			,[[-7.93945,-3.1875,6.31915],176.413]
		],
		// Inside hiding positions (for AIs to hide like assassination targets
		[
		],
		// Roof positions for snipers
		[
		]
	],
	//Building: Land_block3
	[
		// Inside combat positions (windows, doors)
		[
		],
		// Inside hiding positions (for AIs to hide like assassination targets
		[
		],
		// Roof positions for snipers
		[
			[[-5.72656,4.40234,16.4478],6.28379]
		]
	],
	//Building: Land_hut12_raz
	[
		// Inside combat positions (windows, doors)
		[
			[[1.01172,0.150391,0.281946],93.8567]
			,[[-3.58008,-4.42578,0.281946],55.4278]
			,[[-2.99414,4.79297,0.281946],137.478]
		],
		// Inside hiding positions (for AIs to hide like assassination targets
		[
			[[1.33203,4.3457,0.281946],188.174]
			,[[1.58594,-4.78906,0.281946],356.613]
		],
		// Roof positions for snipers
		[
		]
	],
	//Building: Land_villa3
	[
		// Inside combat positions (windows, doors)
		[
			[[-2.37305,-1.85742,1.02074],188.533]
			,[[7.02734,-3.60742,1.13391],174.134]
			,[[-4.21875,5.23828,2.00964],359.785]
			,[[-7.13867,2.93359,2.00964],311.635]
			,[[-6.31445,-0.679688,2.00964],254.648]
		],
		// Inside hiding positions (for AIs to hide like assassination targets
		[
		],
		// Roof positions for snipers
		[
		]
	],
	//Building: Land_watertower
	[
		// Inside combat positions (windows, doors)
		[
		],
		// Inside hiding positions (for AIs to hide like assassination targets
		[
		],
		// Roof positions for snipers
		[
			[[-0.841797,0.568359,20.1063],267.087]
		]
	],
	//Building: Land_House_C_3_dam_EP1
	[
		// Inside combat positions (windows, doors)
		[
			[[3.97852,3.4707,0.262126],356.885]
			,[[6.20703,-1.89844,0.313602],181.352]
			,[[6.13672,-3.29102,3.51892],194.885]
			,[[6.12695,3.05469,3.52846],2.88973]
			,[[-0.960938,-3.26172,5.94784],182.294]
			,[[-7.33203,-3.1543,4.53862],185.235]
			,[[2.03516,-0.0292969,7.7255],91.2838]
			,[[6.13477,2.67383,8.13139],45.874]
			,[[-8.24609,-3.06445,8.39916],225.821]
			,[[-8.90039,3.11523,8.35986],355.356]
			,[[-0.607422,0.0898438,0.154422],184.596]
			,[[-8.45508,3.24219,0.155121],357.102]
			,[[-8.31641,-2.91016,0.147278],184.732]
		],
		// Inside hiding positions (for AIs to hide like assassination targets
		[
			[[-1.04688,2.55664,5.90766],184.739]
			,[[-8.77344,2.03516,4.53862],107.866]
			,[[-6.28125,2.80273,0.154563],212.636]
		],
		// Roof positions for snipers
		[
			[[2.25391,0.0371094,10.2979],94.4453]
		]
	],
	//Building: Land_House_C_2_DAM_EP1
	[
		// Inside combat positions (windows, doors)
		[
			[[4.24023,3.25,0.263547],4.08815]
			,[[4.74805,-1.22656,0.289056],180.521]
			,[[-0.320313,-1.78711,0.168539],181.494]
			,[[2.21875,-1.22266,0.2294],179.101]
			,[[-4.40234,-0.990234,0.14316],183.234]
			,[[-3.25586,3.13281,0.15729],2.32788]
			,[[-1.43164,-6.35547,3.25424],181.607]
			,[[4.94531,-4.70117,3.23718],146.11]
			,[[-0.873047,-1.36133,3.22622],186.128]
			,[[4.45508,3.35547,3.19641],4.05354]
			,[[-3.98047,3.47461,3.08968],359.652]
			,[[-4.71484,-1.42188,2.97941],188.864]
		],
		// Inside hiding positions (for AIs to hide like assassination targets
		[
			[[3.58008,0.359375,3.21361],263.854]
			,[[-5.18164,1.45703,2.97941],113.687]
		],
		// Roof positions for snipers
		[
		]
	],
	//Building: Land_23str
	[
		// Inside combat positions (windows, doors)
		[
			[[-0.292969,7.97656,0.90519],358.882]
			,[[4.95703,7.65234,3.45756],33.0603]
			,[[4.77539,-7.82031,3.45756],171.893]
			,[[-4.30469,-8.60156,3.45756],260.408]
			,[[-4.77539,7.11133,3.45756],348.106]
		],
		// Inside hiding positions (for AIs to hide like assassination targets
		[
		],
		// Roof positions for snipers
		[
		]
	],
	//Building: Land_10str
	[
		// Inside combat positions (windows, doors)
		[
			[[-5.94727,5.13867,0.567142],255.019]
			,[[5.28906,7.52539,3.10651],43.0987]
			,[[6.2207,-2.32031,3.10124],159.196]
			,[[1.75586,-6.28906,3.10901],173.566]
			,[[-1.18359,1.56445,3.94514],0.575965]
			,[[0.347656,-6.32227,6.36062],146.624]
			,[[-5.60742,-6.67383,6.3875],243.969]
			,[[-5.80078,-0.292969,6.38755],351.273]
		],
		// Inside hiding positions (for AIs to hide like assassination targets
		[
		],
		// Roof positions for snipers
		[
		]
	],
	//Building: Land_6str_raz
	[
		// Inside combat positions (windows, doors)
		[
			[[3.51953,3.83008,0.918315],0.63833]
			,[[0.667969,-4.41602,3.21053],40.2856]
			,[[6.89063,4.08789,3.21053],41.1173]
			,[[-0.978516,3.86328,4.12494],92.816]
			,[[-1.20898,-5.48828,6.3613],176.868]
			,[[-7.76563,-5.23633,6.3613],29.6153]
		],
		// Inside hiding positions (for AIs to hide like assassination targets
		[
		],
		// Roof positions for snipers
		[
		]
	],
	//Building: Land_block7_b
	[
		// Inside combat positions (windows, doors)
		[
			[[-0.193359,5.0293,0.648574],9.9432]
			,[[-6.9707,5.14258,0.648574],103.461]
			,[[-7.10742,-5.7207,0.648574],61.8003]
			,[[6.70703,-5.67773,0.648574],321.851]
			,[[0.660156,-5.80469,0.648574],1.6629]
			,[[7.14453,4.78125,0.648574],255.648]
			,[[6.75391,-1.44727,3.92013],353.518]
			,[[4.7207,6.00977,3.92013],359.712]
			,[[-0.138672,6.20313,3.92013],2.11729]
			,[[-5.00977,6.17773,3.92013],3.65991]
			,[[4.37305,-6.8125,3.92013],178.544]
			,[[0.234375,-6.80469,3.92013],179.249]
			,[[-4.55273,-6.80859,3.92013],183.351]
			,[[-6.89844,1.55859,7.10623],162.86]
			,[[-4.55664,-6.80273,7.10623],178.949]
			,[[-0.0742188,-6.84375,7.10623],183.949]
			,[[4.4668,-6.86328,7.10623],179.363]
			,[[4.48828,5.61914,7.10623],3.43076]
			,[[-0.119141,6.12695,7.10623],358.298]
			,[[-4.70313,6.15234,7.10623],4.01528]
			,[[6.94727,-0.820313,10.2104],75.3209]
			,[[1.37305,-6.41602,10.2104],185.827]
			,[[-7.08984,-1.30859,10.2104],286.579]
			,[[-1.58203,5.90234,10.2104],15.636]
		],
		// Inside hiding positions (for AIs to hide like assassination targets
		[
			[[-6.77734,1.38086,3.92013],92.4991]
			,[[7.14648,-0.492188,7.10623],258.201]
		],
		// Roof positions for snipers
		[
		]
	],
	//Building: Land_A_Mosque_big_hq_EP1
	[
		// Inside combat positions (windows, doors)
		[
			[[0.599609,11.502,0.168561],6.84651]
			,[[0.353516,-10.5684,0.16856],180.542]
			,[[1.23047,-7.80078,0.16856],192.863]
			,[[-0.433594,7.33008,0.16856],4.88277]
			,[[9.24805,8.10547,0.168561],10.2854]
			,[[-8.64844,8.43945,0.168561],1.91151]
			,[[-8.625,-8.50977,0.16856],180.971]
			,[[9.48047,-9.09961,0.16856],181.113]
			,[[10.6113,0.0449219,0.16856],89.2963]
			,[[-9.77344,-0.125,0.16856],272.334]
			,[[9.24023,0.310547,5.44103],269.088]
			,[[9.51953,9.33203,5.44103],0.916079]
			,[[5.93359,6.99414,5.44103],219.615]
			,[[-4.91602,7.00586,5.44103],158.436]
			,[[-8.74805,8.81055,5.44103],2.1044]
			,[[5.07031,6.28906,0.16856],195.398]
			,[[-4.23438,-6.76172,0.16856],7.71873]
			,[[-8.41602,-0.445313,5.44103],90.1459]
			,[[-8.63672,-9.01758,5.44103],182.337]
			,[[-5.08398,-7.02539,5.44103],35.1589]
			,[[5.69531,-7.07031,5.44103],329.922]
			,[[9.45898,-8.35156,5.44103],182.831]
			,[[-10.3418,-10.459,10.0558],230.049]
			,[[-10.2402,10.6836,10.0558],309.508]
			,[[-4.64258,6.18359,10.303],142.144]
			,[[3.30859,7.6875,10.303],207.399]
			,[[11.1035,10.7656,10.0558],43.4182]
			,[[8.30664,-1.31445,10.303],284.069]
			,[[11.0508,-10.3066,10.0558],140.738]
			,[[0.441406,-8,10.303],2.69509]
			,[[12.8711,-0.289063,10.0558],96.4972]
			,[[-12.209,-0.226563,10.0558],272.544]
		],
		// Inside hiding positions (for AIs to hide like assassination targets
		[
			[[-4.54492,6.75977,0.242783],109.808]
			,[[5.7832,-6.59766,0.228944],6.37723]
			,[[-8.50195,1.99609,0.168559],132.218]
			,[[9.57227,-2.16602,0.168561],292.824]
		],
		// Roof positions for snipers
		[
		]
	],
	//Building: Land_hut7
	[
		// Inside combat positions (windows, doors)
		[
			[[-1.04102,0.0195313,0.181745],93.5432]
			,[[-0.605469,-2.39453,0.181745],93.6159]
		],
		// Inside hiding positions (for AIs to hide like assassination targets
		[
			[[-0.25,3.37109,0.181745],176.88]
		],
		// Roof positions for snipers
		[
		]
	],
	//Building: Land_6str
	[
		// Inside combat positions (windows, doors)
		[
			[[3.77344,4.49609,0.650573],357.613]
			,[[6.9043,-4.03711,3.21053],148.547]
			,[[-0.708984,4.39844,3.86257],91.6304]
			,[[-8.03516,-5.15039,6.3613],210.893]
		],
		// Inside hiding positions (for AIs to hide like assassination targets
		[
		],
		// Roof positions for snipers
		[
		]
	],
	//Building: Land_House_L_6_dam_EP1
	[
		// Inside combat positions (windows, doors)
		[
			[[-4.26367,0.693359,0.336969],286.231]
			,[[-3.90625,-1.9043,0.326331],182.241]
			,[[0.337891,1.79102,0.321178],251.399]
			,[[6.10742,2.25195,0.351439],6.19846]
			,[[6.16211,-2.51367,3.14144],282.566]
			,[[-0.191406,-1.39063,3.01977],222.616]
			,[[-3.1543,1.26563,2.99144],308.048]
		],
		// Inside hiding positions (for AIs to hide like assassination targets
		[
			[[2.80664,1.23242,0.351439],162.791]
			,[[4.98242,1.89063,3.14144],253.765]
		],
		// Roof positions for snipers
		[
		]
	],
	//Building: Land_tower2
	[
		// Inside combat positions (windows, doors)
		[
			[[0.0449219,-0.251953,0.222383],359.381]
			,[[-0.990234,0.582031,9.58014],1.13329]
			,[[0.796875,-0.441406,9.58014],130.946]
		],
		// Inside hiding positions (for AIs to hide like assassination targets
		[
		],
		// Roof positions for snipers
		[
		]
	],
	//Building: Land_guardtower
	[
		// Inside combat positions (windows, doors)
		[
			[[0.255859,-0.0078125,0.175924],94.8927]
			,[[0.919922,-1.36719,4.09238],187.994]
			,[[-1.63086,0.941406,4.09238],287.854]
		],
		// Inside hiding positions (for AIs to hide like assassination targets
		[
		],
		// Roof positions for snipers
		[
		]
	],
	//Building: Land_Barrack2_EP1
	[
		// Inside combat positions (windows, doors)
		[
			[[-0.0976563,-2.6582,0.534432],183.062]
			,[[-1.2207,0.601563,0.536351],167.463]
			,[[1.93555,-3.08789,0.534177],278.758]
		],
		// Inside hiding positions (for AIs to hide like assassination targets
		[
			[[-0.734375,5.32031,0.539126],185.402]
		],
		// Roof positions for snipers
		[
		]
	],
	//Building: Land_House_K_3_dam_EP1
	[
		// Inside combat positions (windows, doors)
		[
			[[2.05469,1.37695,0.644081],87.0908]
			,[[-4.44336,-5.79102,0.386435],178.348]
			,[[1.27539,-4.8457,0.438707],312.74]
			,[[-1.69922,2.47266,3.70644],177.946]
			,[[2.13086,0.142578,3.99887],181.831]
			,[[-1.66016,-2.88281,4.17144],259.499]
		],
		// Inside hiding positions (for AIs to hide like assassination targets
		[
			[[-1.76758,2.34375,0.644081],89.9399]
			,[[-4.17578,-1.64063,0.382422],184.145]
		],
		// Roof positions for snipers
		[
			[[-1.60547,-3.30078,6.94491],232.604]
		]
	],
	//Building: Land_House_K_8_dam_EP1
	[
		// Inside combat positions (windows, doors)
		[
			[[1.80859,3.42969,0.279019],1.66751]
			,[[-0.169922,-1.05859,0.286645],186.602]
			,[[-2.31055,-0.339844,0.365685],271.474]
			,[[3.20313,3.96094,0.606439],221.651]
			,[[3.27148,-1.34961,3.16659],4.14271]
			,[[-1.17578,-0.25,3.1638],183.032]
			,[[2.91211,4.04297,3.16679],95.1465]
			,[[-1.54688,4.20703,3.16333],1.11505]
			,[[-4.18164,3.69531,3.06789],270.692]
			,[[-2.69336,3.57227,6.18629],177.273]
			,[[2.4043,-0.869141,6.27239],96.8659]
			,[[3.06836,3.70703,6.27239],80.9552]
		],
		// Inside hiding positions (for AIs to hide like assassination targets
		[
			[[3.11133,-3.32031,0.347885],339.017]
			,[[0.175781,3.78125,6.27239],204.748]
		],
		// Roof positions for snipers
		[
			[[0.199219,0.677734,8.97735],131.949]
		]
	],
	//Building: Land_minaret2
	[
		// Inside combat positions (windows, doors)
		[
			[[-0.167969,0.396484,0.246933],3.53008]
			,[[0.212891,-1.25586,20.2518],182.648]
			,[[1.03711,0.404297,20.2518],25.6207]
		],
		// Inside hiding positions (for AIs to hide like assassination targets
		[
		],
		// Roof positions for snipers
		[
		]
	],
	//Building: Land_minaret3
	[
		// Inside combat positions (windows, doors)
		[
			[[2.17383,-0.119141,2.54772],278.465]
			,[[2.90625,-0.882813,23.5182],181.41]
			,[[0.603516,1.15039,23.5182],0.156893]
		],
		// Inside hiding positions (for AIs to hide like assassination targets
		[
		],
		// Roof positions for snipers
		[
		]
	],
	//Building: Land_minaret
	[
		// Inside combat positions (windows, doors)
		[
			[[-0.376953,0.318359,1.60589],99.1542]
			,[[0.00195313,-0.863281,29.6257],218.122]
			,[[0.515625,0.539063,29.6257],25.6311]
		],
		// Inside hiding positions (for AIs to hide like assassination targets
		[
		],
		// Roof positions for snipers
		[
		]
	],
	//Building: Land_hut9NB_raz
	[
		// Inside combat positions (windows, doors)
		[
			[[-1.24805,0.298828,0.181901],0.0879371]
			,[[1.49805,-1.64258,0.213245],180.638]
			,[[4.79297,1.16211,0.283362],250.444]
		],
		// Inside hiding positions (for AIs to hide like assassination targets
		[
			[[-4.37109,0.447266,0.181901],99.9851]
			,[[4.70703,-1.57422,0.291491],299.133]
		],
		// Roof positions for snipers
		[
		]
	],
	//Building: Land_7str_raz
	[
		// Inside combat positions (windows, doors)
		[
			[[0.636719,-2.7168,0.195181],95.5185]
			,[[-3.30664,-3.8418,3.21575],235.892]
			,[[3.08008,-2.33789,3.21575],75.1108]
			,[[-3.19727,4.81836,3.21575],310.998]
			,[[1.39648,4.58594,5.1947],18.3803]
			,[[0.197266,-0.513672,5.1947],209.288]
		],
		// Inside hiding positions (for AIs to hide like assassination targets
		[
		],
		// Roof positions for snipers
		[
		]
	],
	//Building: Land_hut7_raz
	[
		// Inside combat positions (windows, doors)
		[
			[[-0.167969,0.205078,0.181745],96.0126]
			,[[-0.248047,2.24805,0.181745],98.2171]
		],
		// Inside hiding positions (for AIs to hide like assassination targets
		[
			[[-1.06445,-3.27344,0.181745],9.30981]
		],
		// Roof positions for snipers
		[
		]
	],
	//Building: Land_mosque3
	[
		// Inside combat positions (windows, doors)
		[
			[[0.351563,6.79883,0.307509],344.302]
			,[[3.55859,6.90039,0.307509],252.146]
			,[[-3.81445,6.85547,0.307509],107.365]
			,[[-1.58203,-5.11328,0.307509],16.0134]
			,[[0.646484,-7.23828,0.210222],9.03051]
			,[[3.25586,1.35938,0.307509],334.72]
			,[[2.54688,-0.451172,3.50116],177.619]
			,[[-2.09375,-0.126953,3.50116],359.973]
			,[[-4.02344,6.76563,3.50116],320.936]
			,[[-4.02539,-5.85156,3.50116],203.36]
			,[[3.58789,-6.07422,3.50116],141.829]
			,[[3.02734,6.63867,3.50116],272.972]
			,[[2.76367,6.66992,8.5934],328.421]
		],
		// Inside hiding positions (for AIs to hide like assassination targets
		[
			[[-2.45898,-4.03516,3.50116],35.6414]
		],
		// Roof positions for snipers
		[
		]
	],
	//Building: Land_Ind_Garage01_EP1
	[
		// Inside combat positions (windows, doors)
		[
			[[-0.806641,0.710938,0.147797],282.422]
			,[[2.71484,-1.49023,0.242711],302.19]
		],
		// Inside hiding positions (for AIs to hide like assassination targets
		[
			[[-0.960938,3.21484,0.135092],155.911]
		],
		// Roof positions for snipers
		[
		]
	],
	//Building: Land_House_K_7_dam_EP1
	[
		// Inside combat positions (windows, doors)
		[
			[[-0.947266,3.71094,0.289505],91.5023]
			,[[-0.697266,1.00977,0.289505],350.897]
			,[[-7.7168,1.1875,0.638598],180.83]
			,[[-5.03711,-0.105469,0.289505],45.5495]
			,[[-0.271484,0.0527344,3.79819],51.9717]
			,[[-6.9043,1.31445,3.7982],270.881]
			,[[0.412109,3.67188,3.7982],94.0453]
			,[[1.16602,-1.32227,3.71311],159.717]
		],
		// Inside hiding positions (for AIs to hide like assassination targets
		[
			[[-4.16602,3.47266,3.83554],83.8621]
		],
		// Roof positions for snipers
		[
			[[-7.59375,0.933594,7.03592],244.444]
			,[[0.884766,4.04883,7.03592],46.673]
		]
	],
	//Building: Land_House_K_5_dam_EP1
	[
		// Inside combat positions (windows, doors)
		[
			[[-5.95508,-2.83398,0.67439],97.7537]
			,[[-5.33008,2.87109,0.786337],120.004]
			,[[-3.23047,-1.21875,1.42579],170.388]
			,[[0.201172,-0.933594,1.51033],181.648]
			,[[1.08008,3.66211,1.60721],202.977]
			,[[5.34375,3.72266,2.33127],242.891]
		],
		// Inside hiding positions (for AIs to hide like assassination targets
		[
			[[4.44922,-0.916016,2.48531],163.998]
		],
		// Roof positions for snipers
		[
		]
	],
	//Building: Land_22str
	[
		// Inside combat positions (windows, doors)
		[
		],
		// Inside hiding positions (for AIs to hide like assassination targets
		[
		],
		// Roof positions for snipers
		[
			[[1.05469,0.847656,6.82141],230.313]
		]
	],
	//Building: Land_Mil_Barracks_i_EP1
	[
		// Inside combat positions (windows, doors)
		[
			[[5.50391,1.92188,0.302441],81.8129]
			,[[1.53906,-1.44531,0.270132],181.467]
			,[[1.41992,2.29297,0.270132],4.82994]
			,[[-1.66797,-1.11328,0.270132],182.843]
			,[[-7.83789,2.26953,0.270132],0.600118]
			,[[-8.19336,-1.75781,0.270132],176.033]
		],
		// Inside hiding positions (for AIs to hide like assassination targets
		[
			[[4.69336,-0.804688,0.276772],358.489]
			,[[-4.75781,-0.693359,0.270132],181.563]
		],
		// Roof positions for snipers
		[
		]
	],
	//Building: Land_House_L_8_dam_EP1
	[
		// Inside combat positions (windows, doors)
		[
			[[-4.74805,0.587891,0.902199],273.249]
			,[[-0.632813,5.50781,0.9771],5.86643]
			,[[2.62109,0.466797,0.921684],173.868]
			,[[4.12109,5.53125,2.39189],0.540488]
			,[[2.3125,5.61523,3.69355],271.332]
			,[[3.15625,2.95117,3.71513],179.042]
			,[[-5.84961,-6.43164,3.31144],212.428]
			,[[-4.82031,5.73047,3.64258],324.528]
			,[[3.71875,0.478516,3.66531],118.002]
			,[[-3.55078,-2.47852,0.431856],86.5546]
		],
		// Inside hiding positions (for AIs to hide like assassination targets
		[
			[[-4.54102,5.1582,1.02783],157.972]
			,[[3.05273,3.29492,1.33407],140.522]
		],
		// Roof positions for snipers
		[
		]
	],
	//Building: Land_hut10NB_raz
	[
		// Inside combat positions (windows, doors)
		[
			[[-1.54492,0.486328,0.146354],3.78812]
			,[[1.65625,-2.60156,0.220575],327.682]
		],
		// Inside hiding positions (for AIs to hide like assassination targets
		[
			[[1.95313,2.66602,0.20857],204.215]
		],
		// Roof positions for snipers
		[
		]
	],
	//Building: Land_fortified_nest_big_EP1
	[
		// Inside combat positions (windows, doors)
		[
			[[-3.45313,2.70313,0.179779],350.083]
			,[[-3.49609,-4.12891,0.179779],230.847]
			,[[2.97852,-3.65039,0.257024],136.226]
			,[[3.625,2.52734,0.258276],290.881]
		],
		// Inside hiding positions (for AIs to hide like assassination targets
		[
			[[-0.896484,1.4043,0.179779],235.667]
			,[[0.582031,0.820313,0.179779],131.828]
		],
		// Roof positions for snipers
		[
		]
	],
	//Building: Land_tent_east
	[
		// Inside combat positions (windows, doors)
		[
			[[-3.80469,-0.0449219,0.0761504],272.521]
			,[[4.29492,0.183594,0.275741],92.8347]
			,[[-3.92383,-2.02148,0.0801044],57.9455]
			,[[3.49414,2.33984,0.248424],242.52]
		],
		// Inside hiding positions (for AIs to hide like assassination targets
		[
			[[3.49414,-2.25977,0.264638],305.935]
			,[[-3.65234,2.39453,0.0712504],124.158]
		],
		// Roof positions for snipers
		[
		]
	],
	//Building: Land_Fort_Watchtower_EP1
	[
		// Inside combat positions (windows, doors)
		[
			[[1.10547,0.626953,0.195108],93.1725]
			,[[-0.712891,-1.88867,0.159113],235.913]
			,[[-0.849609,2.4707,0.137817],332.454]
			,[[-0.810547,-2.82422,2.78144],191.653]
			,[[0.917969,1.38477,2.78144],22.0546]
			,[[-1.16992,0.335938,2.78144],268.082]
		],
		// Inside hiding positions (for AIs to hide like assassination targets
		[
		],
		// Roof positions for snipers
		[
		]
	],
	//Building: Land_fortified_nest_small_EP1
	[
		// Inside combat positions (windows, doors)
		[
			[[0.125,-0.28125,0.174548],182.001]
		],
		// Inside hiding positions (for AIs to hide like assassination targets
		[
		],
		// Roof positions for snipers
		[
		]
	],
	//Building: Land_Hlidac_Budka_EP1
	[
		// Inside combat positions (windows, doors)
		[
			[[-1.14648,0.8125,0.286024],185.106]
			,[[-2.30273,1.83594,0.286024],319.224]
		],
		// Inside hiding positions (for AIs to hide like assassination targets
		[
			[[2.00977,0.394531,0.286024],281.072]
		],
		// Roof positions for snipers
		[
		]
	],
	//Building: Land_block9_b
	[
		// Inside combat positions (windows, doors)
		[
			[[4.97461,6.35352,0.388319],89.0043]
			,[[-3.20898,6.29883,0.388319],88.577]
			,[[-2.70117,3.11133,0.388319],71.4945]
			,[[-3.06445,-3.2168,0.388319],70.776]
			,[[-3.30273,-6.38086,0.388319],272.741]
			,[[5.3457,-7.20508,0.388319],305.922]
			,[[5.16992,-5.83398,3.52397],0.351448]
			,[[6.06445,-0.496094,3.52397],227.063]
			,[[-3.68555,-5.78125,3.52397],270.622]
			,[[-6.00977,-2.95703,3.52397],270.902]
			,[[-3.61133,0.517578,3.52397],267.43]
			,[[0.140625,2.41797,3.52397],90.5973]
			,[[5.20313,7.32813,3.52397],192.228]
			,[[0.130859,7.03125,3.52397],128.751]
			,[[-2.80273,6.83203,3.52397],349.377]
			,[[6.33789,-1.24023,6.09485],354.096]
			,[[6.41406,6.94727,6.09485],204.369]
			,[[-5.88867,6.86914,6.09485],272.74]
			,[[-0.236328,2.57227,6.09485],90.0534]
			,[[0.0273438,0.964844,6.09485],128.866]
			,[[-5.48438,0.568359,6.09485],268.666]
			,[[4.39648,-7.33398,6.09485],1.43718]
			,[[-3.55859,-5.80078,6.09485],270.688]
			,[[6.06055,-6.98242,8.66811],158.046]
			,[[6.11719,7.30469,8.43968],75.1124]
		],
		// Inside hiding positions (for AIs to hide like assassination targets
		[
			[[-0.132813,-3.93945,3.52397],89.4943]
			,[[-0.0878906,0.966797,3.52397],135.641]
			,[[-2.37891,2.14453,3.52397],305.111]
			,[[-0.167969,5.79102,6.09485],351.905]
			,[[-1.69727,2.13867,6.09485],294.442]
			,[[-2.16211,-0.212891,6.09485],290.56]
			,[[-0.242188,-4.17969,6.09485],26.2051]
		],
		// Roof positions for snipers
		[
			[[-5.75781,-7.36133,8.66811],270.805]
			,[[-5.68945,7.05664,8.66811],268.857]
		]
	],
	//Building: Land_hut9_c
	[
		// Inside combat positions (windows, doors)
		[
			[[-1.21094,-1.50781,0.189997],184.324]
			,[[1.51563,-1.42383,0.212945],256.201]
			,[[1.52734,2.05859,0.200811],339.311]
		],
		// Inside hiding positions (for AIs to hide like assassination targets
		[
		],
		// Roof positions for snipers
		[
		]
	],
	//Building: Barrack2
	[
		// Inside combat positions (windows, doors)
		[
			[[0.294922,-2.5918,0.534472],188.014]
			,[[-1.43555,-2.66602,0.534428],168.786]
			,[[-0.820313,1.19922,0.536702],181.759]
		],
		// Inside hiding positions (for AIs to hide like assassination targets
		[
			[[-0.53125,4.09961,0.538408],192.595]
		],
		// Roof positions for snipers
		[
		]
	],
	//Building: Land_hut5
	[
		// Inside combat positions (windows, doors)
		[
			[[-1.61328,-0.142578,0.18608],2.30466]
			,[[0.808594,-0.990234,0.192996],180.264]
		],
		// Inside hiding positions (for AIs to hide like assassination targets
		[
		],
		// Roof positions for snipers
		[
		]
	],
	//Building: Land_hut9
	[
		// Inside combat positions (windows, doors)
		[
			[[-1.36328,0.523438,0.181901],3.35605]
			,[[1.70508,-1.11328,0.216479],188.156]
			,[[3.91406,2.19141,0.259523],213.474]
			,[[4.31445,-1.63867,0.28296],284.972]
		],
		// Inside hiding positions (for AIs to hide like assassination targets
		[
			[[-4.23828,0.837891,0.181901],126.744]
		],
		// Roof positions for snipers
		[
		]
	],
	//Building: Land_block10
	[
		// Inside combat positions (windows, doors)
		[
			[[-8.76758,2.375,-0.0263371],229.551]
			,[[-9.125,2.48828,4.03645],272.108]
			,[[-9.16211,-5.48828,4.03645],209.391]
			,[[5.83203,-5.34375,4.03645],182.04]
			,[[-7.28906,3.22656,7.44884],225.374]
			,[[-9.92969,0.435547,7.44884],271.212]
			,[[-9.42188,-5.49219,7.44884],205.12]
			,[[-2.18359,-5.69141,7.44884],181.513]
			,[[6.01172,-5.32617,7.44884],177.994]
			,[[6.8418,-1.94922,8.85377],164.733]
			,[[6.44141,-4.71289,10.8999],180.894]
			,[[10.4492,5.87109,10.8839],39.6893]
			,[[-9.98828,-5.53906,10.8999],231.973]
			,[[-2.14648,-0.771484,10.8999],47.2659]
		],
		// Inside hiding positions (for AIs to hide like assassination targets
		[
			[[7.14063,-1.20898,4.03645],186.305]
		],
		// Roof positions for snipers
		[
			[[-8.96875,4.3125,14.1219],167.951]
		]
	],
	//Building: Land_block9
	[
		// Inside combat positions (windows, doors)
		[
			[[5.07031,6.27734,0.388319],86.9592]
			,[[-3.66797,5.81836,0.388319],85.0499]
			,[[-3.19141,-0.693359,0.388319],66.9388]
			,[[-3.64258,-3.79883,0.388319],44.1388]
			,[[-3.11133,-7.14453,0.388319],276.583]
			,[[5.17578,-6.56836,0.388319],302.03]
			,[[4.89648,-0.0820313,0.388319],313.407]
			,[[6.11914,-7.38281,3.52397],355.778]
			,[[6.32813,-0.195313,3.52397],217.515]
			,[[-2.45703,-7.43555,3.52397],248.329]
			,[[-0.390625,-3.80469,3.52397],91.4887]
			,[[-5.74414,0.398438,3.52397],285.14]
			,[[-0.210938,2.17969,3.52397],81.2466]
			,[[-6.01953,3.06641,3.52397],281.382]
			,[[-2.73047,7.54688,3.52397],353.503]
			,[[6.00391,7.07422,3.52397],210.009]
			,[[6.08203,-1.53125,6.09485],275.579]
			,[[6.30078,7.2168,6.09485],214.406]
			,[[-5.07227,6.80078,6.09485],264.601]
			,[[0.316406,2.44922,6.09485],93.5354]
			,[[-3.61719,-0.429688,6.09485],303.786]
			,[[0.228516,-0.777344,6.09485],87.8915]
			,[[-4.32422,-2.83984,6.09485],267.695]
			,[[6.00391,-7.19141,6.09485],333.994]
			,[[-4.25,-5.88086,6.09485],276.48]
			,[[6.07227,-6.83008,8.66811],0.663672]
			,[[6.29297,-0.583984,8.45986],173.675]
			,[[6.4375,7.01172,8.45986],196.928]
			,[[0.453125,6.43164,8.66811],0.949161]
			,[[-4.09375,6.86719,8.66811],270.417]
			,[[-4.19727,3.65039,8.66811],269.484]
			,[[-0.207031,-0.0664063,8.66811],91.4703]
			,[[-0.126953,-3.69336,8.66811],89.3497]
			,[[-4.17383,-2.84961,8.66811],265.227]
			,[[-3.53516,-6.29297,8.66811],277.864]
			,[[6.08789,-1.39258,11.249],80.4068]
			,[[6.06445,-7.25977,11.249],151.173]
			,[[5.51758,7.18555,11.249],87.7672]
		],
		// Inside hiding positions (for AIs to hide like assassination targets
		[
			[[-3.01172,-3.35156,3.52397],278.636]
			,[[-0.400391,0.191406,3.52397],166.507]
			,[[-1.96484,2.35547,3.52397],303.191]
			,[[-0.636719,5.37305,6.09485],27.1227]
			,[[-3.03516,2.13867,6.09485],320.788]
			,[[-0.298828,-3.80273,6.09485],85.5596]
			,[[-0.197266,2.57422,8.66811],80.4557]
			,[[-2.64648,0.21875,8.66811],274.371]
			,[[-0.207031,-5.50195,8.66811],134.071]
		],
		// Roof positions for snipers
		[
			[[-5.69336,-7.20703,11.249],267.624]
			,[[-5.72852,6.97266,11.249],311.175]
		]
	]	
];